dancar Posted January 11, 2017 Share Posted January 11, 2017 I would like to ask what do you think about this idea for a mod and if someone can do it. The idea is a sort of "better place for beasts", i.e. changing the locations of Morrowind wild creatures to make them more specific and a bit more rational. Some examples: In the Ashlands only rats, shalks, kwama, scribs and their predators like cliff racers (near the mountain) and nix hounds. (maybe some durzogs) In the swamps area guars, rats, shalks, nix-hounds and mud crabs. Few betty netch and bull. Locations near Vivec many bull-netches, betiies and some shalks and rats. North east of Morrowind many kagouti, alit and nix hounds (and rats and shalks) Islands with many mud crabs, some cliffracers, guars (it looks amphibious to me) and waters infested of slaughterfishes and dreughes. North west of Morrowind guars, bulls netches, nix hounds, some wolfes and bears. --- With third party mods following this rules: Ashlands home for bugs and reptlles, swamp areas for bugs, reptiles and some big "creatures". North east home for big and ferocious beasts. North west more or less the same for the north. Locations near Vivec less dangerous beasts. Islands home for water and air creatures. --- add on Maybe making different sizes and stats for beasts: small (or young), average (lesser), adult, strong, big and huge. Not necessary all aggressive. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted January 12, 2017 Share Posted January 12, 2017 You can do this by editing the vanilla LeveledCreature lists. Link to comment Share on other sites More sharing options...
dancar Posted January 13, 2017 Author Share Posted January 13, 2017 You can do this by editing the vanilla LeveledCreature lists. Thanks for the reply, I have to learn to use the editor but actually I'm working on other stuff. Plus if you remove creatures, you decrease variety, so you have increase the numbers of the remaining ones, then maybe adding diffrent sizes and type of the same creatures and go on... I think for a skilled modder it could be quite easy, not for me. By the way I have made a research and I only found an "Ash Creatures Tweaks", description: "Small tweak to the the leveled list which concerns with all 6th house minions which makes Red Mountain daedra free. Also makes so that Ash Ghouls and Ascended Sleepers appering at lower levels (around level 14 & 18 respectively) and more frequently." Basically it's the idea. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted January 15, 2017 Share Posted January 15, 2017 You can always remove some creatures and add some others from mods provided their authors gave you their agreement. Link to comment Share on other sites More sharing options...
Dragon32 Posted January 16, 2017 Share Posted January 16, 2017 Closest I know of is Sabregirl's Ecology of Morrowind. AFAIK, patches have never been made for all those other creature-adding mods out there. Also, without patches using SG's mod with other creature-adding mods means you'll need to merge your levelled lists. And merging your levelled lists will bork the ecology-based set-up of SG's mod. Link to comment Share on other sites More sharing options...
dancar Posted January 17, 2017 Author Share Posted January 17, 2017 Closest I know of is Sabregirl's Ecology of Morrowind. AFAIK, patches have never been made for all those other creature-adding mods out there. Yes, exactly. I will remove, IMO, the guars from the ashlands and I will merge it with "Ash Creatures Tweaks" and then you have a really good starting point . There are also mods where creatures when you get too close for too much become agressive, I don't know if it's the same for ecology. Thanks Link to comment Share on other sites More sharing options...
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