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Skyrim Immersive Creatures Ideas


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#41
lifestorock

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In response to post #9997912.

Seriously?

#42
reyzark

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add dreughs if you didnt yet, both land and sea types,it would be nice to have some more underwater creatures variation.

#43
lokzaza

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is it possible to remove goblins from the purist version? It strikes me as being lore-unfriendly...

or perhaps they could spawn in the south of the Falkreath hold, towards Cyrodiil

We already have the Falmer to replace them in general (bleh, do i find it disgusting to go axe-to-axe with those waxy white things) and the Riecklings to the north.

I'm not 100% sure whether their absence is explained in a book or such. What do you think?

Edited by lokzaza, 25 November 2013 - 01:36 AM.


#44
WeakHerc

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5 god damn draman in autumn watch throwing me off cliffs and into walls while they wail on me! can i disable these ridiculous shouts w/o disabling them as spawns? (which doesnt really work in my experience with this mod, i uncheck them in MCM but they spawn anyway...)


#45
lifestorock

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In response to post #10292353.

SIC places 4 Draman Skeletons around the mentioned tower and disabling them via MCM works without problem.

This is the wrong place to post such a comment.

Edited by lifestorock, 25 November 2013 - 02:27 PM.


#46
allolouis

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@lifestorock and jackstarr

The idea of skeleton that have an odd to get back after being slain was a wonderfull addition to this mod, much appreciated, someone mention also animal skeletons, it would be awesome....


With the same frame of mind, it would be awesome if draugh could get back indefinitely until slain by fire, silver or restauration spell, same for vampire and werewolfes.... and troll until slaid by fire and only fire...


Thanks for this awesome mod...

#47
livnthedream

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This would be nice: http://skyrim.nexusm...om/mods/48180/?



#48
Indoras

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Hi,
It would be cool, if you mention to use more of Vicn Creatures Ressource (don´t know, if you haven´t already thought about that^^). There are many new graet models in this ressource, like the bone creatures and so on.
Because Skyrims world slowly grows a bit over with all the mods, it would be perhaps a good idea, to create some dungeons with respawning SIC-Creatures. Or new islands, where the player could travel by boat (like they where added in Dawnguard) or so on. So the immersion and lore wouldn´t break, when even more exotic creatures would lurk around at this places.

Back to Vicn:
The Bone Striders and Loopers for example could either be set to the Soul Cairn of Dawnguard, because this place needs some filling. And a big new Dwemer-ruin with the Dwemer Tyrant as an endboss would be nice. Or an Six-House dungeon like in Morrowind, perhaps on Solstheim, the entrance hidden by ashes...
The Bone Hound looks like the "Beast" in the france movie "Pakt der Wölfe" -sorry I´m german and don´t know the original title- , it would be cool, to hunt it in a bounty quest. And last but not least: the Chaurus Scorpion, he´s already shown as poor falmer-tent in Dawnguard-DLC.

#49
lifestorock

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In response to post #10354254.

I will include more stuff from VICN into SIC. But most of it gets altered. V6.2 will include the Daedroth, Ice Anomaly (new Stalrhim Guardian) and Stone Giant (Blackreach Golem). The next big update - v7 - will include even more. This includes new unique spawn points and mechanic for the Soul Cairn and Apocrypha. Here an older preview pic of some VICN skeleton variants I gave the Soul Cairn visual style:

Posted Image

#50
Indoras

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In response to post #10354254. #10360370 is also a reply to the same post.

Very cool, it will be cool, to have some weird necrolythic constructs out there. It would be also nice, if some of the new beasts would react passive like the ingame mammuts, not everything needs to attack the dovakhiin.
And did you edited the daedroth? Because vicn´s daedroth, ähhm sorry, perhaps needs a bit more sharpened textures, even it´s a very great and cool work. And SkyMoMod already uses his daedroth in his original style.




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