Mihail's Monsters - Tweaks and Enhancements

by FleurDuSoleil3·v1.1·Updated 2019-07-29

A compilation of tweaks/enhancements to Mihail's amazing collection of monster mods.

Screenshots 3 screenshots

About this mod Machine translation

A compilation of tweaks/enhancements to Mihail's amazing collection of monster mods.

We all love Mihail's monster models; they offer creatures we haven't really seen since Skyrim Immersive Creatures or Tamriel Beasts, and besides their modular nature ensures you don't have any crap in the game, or have to jump through lore hoops in order to believe that they should be in your game.

However, I find that I need to tweak Mihail's mods before they work for me, which simply comes down to different changing philosophies and practices. For example, Mihail tries not to touch the hierarchical list, so you don't have to deal with incompatibility issues. That's appreciated, but I wish the bats fought on the vampire's side. So I adapted some of his mods to suit my needs and decided to share them in case others agree with my changes but don't want to spend 5 minutes in CK.

These are strictly replacement ESPs. You will need to download the original mod from Mihail (link provided) and replace the esp with mine. Don't forget to like the original mods! To add ESL flags back to the mod, simply open them with SSEdit, click on the mod, go to the right pane and edit Record Flags. Select ESL and save. Happy times.

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Enemy Bats - Skyrim Elements (SSE PORT)

  • The health of all bats has been roughly doubled. This is because I think they are too weak.
  • Regular bats now go from level 1 to 4 instead of 1 to 3. This is because Elder Bats start at level 5. It just works.
  • Bats and Elder Bats have been added to the LCharVampireCompanion and LCharVampireCompanionFrost level lists.
  • Bats and Elder Bats were added to the CR01LCharBeast level list. The Animal Extinction Radiation mission uses this list.
  • Added 2 Conjuration spells to the Bloodstone Chalice room in Volkihar Vampire Castle. They allow you to summon a vampire bat, which is just a regular bat with the stats of an older bat. This spell is roughly equivalent in cost and price to the Conjure Famiiar spell. Summoning levels range from 5 to 12, the same as Elder Bats. I wanted it to be a vampire power but decided against it for compatibility reasons.
  • Removed ESL flag. You can add it back using SSEEdit.

You need to make a Bashed/Smashed patch for this one because it touches the level list. I recommend Smashing, and not just because I'm British.

I won't solve the hitbox problem because it simply doesn't work for me. I can hit the bat with both ranged and melee weapons.

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Bone Colossus - Mikhail Monsters and Animals (SSE PORT)

  • All instances of Bonelings have been removed from the mod. It's because there are enough challenges without them and I don't like the way they look. Sorry, Mihail!
  • Removed all Conjure Bone Colossus spell slams from the mod.
  • Added Summon Fire Colossus, Summon Storm Colossus and regular Summon Bone Colossus to the three guardians of Soul Mountain. This is because I feel the original spell is too powerful, relatively speaking, to have Falion sell you one for the price of a bag of chips.
  • Each Guardian can now summon most of the Colossi they carry. Before they could only summon regular colossi. The Guardian Axe-Swinging It may be difficult to summon him at first; this is normal and is due to his awkward positioning. It works well on more open ground.
  • The Conjure Bone Colossus spell is now a master level summoning spell with a casting time of 1500 (slightly longer than Conjure Storm Thrall). They are also called indefinitely. If you enter a small space, you may want to kill them by summoning something else. This is because main level spells are supposed to be powerful.
  • Removed ESL flag. You can add it back using SSEEdit.

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Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Mihail的怪物 - 调整和增强
File size
131.0 KiB