The purist preset just disables those creatures that don't exist in Elder Scrolls lore - the reason daedroth and durzogs don't have individual toggles is that both creatures appear in other Elder Scrolls games, including Morrowind, Oblivion and The Elder Scrolls Online. There's no lore reason why either should not be present in Skyrim - and if you're familiar with the earlier games in the series you'd find they fit right in!
It's a LOT of work to make each individual toggle - and it's not really viable to make a toggle for every single new creature variant (from the thousands added by the mod) - and I think the most requested spawn types are covered already - plus the MCM menu is quite cluttered and complex as it is!
Skyrim Immersive Creatures Ideas
Started by
dragonlord987
, Apr 24 2013 06:35 AM
143 replies to this topic
#111
Posted 11 May 2014 - 10:26 AM
#112
Posted 11 May 2014 - 08:20 PM
Mounted chaurus by falmer......why not
Edited by jesterskull25, 16 May 2014 - 02:10 AM.
#113
Posted 14 May 2014 - 09:28 PM
This is a solid resource I would like to see added: http://www.nexusmods...im/mods/54028/?
May be overkill on the little swarm type minions though.
May be overkill on the little swarm type minions though.
#114
Posted 16 May 2014 - 12:32 AM
I get your point, but I'm not asking for a toggle for every creature added to the game, only for those that are entirely "custom" (and not "sub-species" such as retextures of existing creatures, or NPC types with different equipments). Also, the fact that they appear in other games doesn't make them lore-friendly. Not all creatures in Tamriel must live all over the continent. An aligator-like monster seems to me a bit out of place in a northern region.
Of course, I mean no disrespect, but the fact that the mod gives us the choice to disable some creatures while forcing us to use others seems a bit too random to me. In my case, for example, I don't really like the models used for creatures like draman, daedroth, or durzorgs. I appreciate the effort made by whoever designed them, but I simply don't like how they look, and I find the models and textures used for them pretty poor compared to the ones that use vanilla assets.
And sure, if I don't like it then don't use the mod, but unfortunately I do like the mod, except for (afaik, didn't encounter any other yet) those two creatures I can't disable. I would happily delete them from the mod manually using CK and/or TES5Edit, but since this mod seems so complex, I have the feeling that I'd probably end messing with scripts and other options that would cause errors, and I would rather not do that.
I understand from your answer that this would most likely not get done, unfortunately for me, so I guess that's my only option anyways. Maybe I could create a patch that disables those creatures, for anybody who would like to.
Thanks for the answer, anyways!
Of course, I mean no disrespect, but the fact that the mod gives us the choice to disable some creatures while forcing us to use others seems a bit too random to me. In my case, for example, I don't really like the models used for creatures like draman, daedroth, or durzorgs. I appreciate the effort made by whoever designed them, but I simply don't like how they look, and I find the models and textures used for them pretty poor compared to the ones that use vanilla assets.
And sure, if I don't like it then don't use the mod, but unfortunately I do like the mod, except for (afaik, didn't encounter any other yet) those two creatures I can't disable. I would happily delete them from the mod manually using CK and/or TES5Edit, but since this mod seems so complex, I have the feeling that I'd probably end messing with scripts and other options that would cause errors, and I would rather not do that.
I understand from your answer that this would most likely not get done, unfortunately for me, so I guess that's my only option anyways. Maybe I could create a patch that disables those creatures, for anybody who would like to.
Thanks for the answer, anyways!
#115
Posted 16 May 2014 - 01:57 AM
Always wondered why there were no snakes in Skyrim. There must have been at some point in the past since snake symbols are on most of the claw puzzles.
Some little creepy rattlers in rocky areas would surprise a careless trekker.
Some little creepy rattlers in rocky areas would surprise a careless trekker.
Edited by valc, 16 May 2014 - 01:58 AM.
#116
Posted 16 May 2014 - 02:11 AM
why not, skyrim artist might wanted this before he died of lung cancer
#117
Posted 16 May 2014 - 11:08 AM
Pretty sure its an animation issue.
#118
Posted 20 May 2014 - 07:33 AM
Havent seen this in game, so.
How about add some kamikaze-type draugres/zombies/mummies? So they will run into you and then BOOM. So you should avoid em and try to kill from a distance. Additionally, they wont die after one BOOM, just get stunned briefly. But character will die, if low level/no gear with fire resist.
How about add some kamikaze-type draugres/zombies/mummies? So they will run into you and then BOOM. So you should avoid em and try to kill from a distance. Additionally, they wont die after one BOOM, just get stunned briefly. But character will die, if low level/no gear with fire resist.
#119
Posted 20 May 2014 - 07:45 AM
Please make that Draugr helmet with the four horns playable, I just wanna display it in my casa.
#120
Posted 20 May 2014 - 11:21 AM
I made several present unwearable items wearable and will introduce some new stuff too with v7. The upcoming update will include a polished version of this helmet and the missing falmer armor diversity.



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