Monster Wars V6
A massive growing overhaul that adds lots of features, if you like Monster Mod then you\’ll love this! Now with The Deadlands of Oblivion!
This vid was put together by Saiodin (nexus profile) who has gone into a good amount of detail to describe as many of the features as possible, so kudos to him!
BE SURE TO TRACK THIS MOD, THERE WILL BE MANY UPDATES WITH NEW CONTENT ADDED REGULARLY
THIS MOD ADDS A LOT TO THE GAME BUT THERE ARE BIG PLANS TO EXPAND IT GREATLY, READ THROUGH THE README FILE OR DESCRIPTION PAGE FOR DETAILS
DOWNLOAD THE FLESH CREEPER FIX AND INSTALL AFTER V5 MAIN, IT’S A MISSING MESH FIX AND WILL AVOID ANY INVISIBLE CREATURES.
Description
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This mod has been made to dramatically enhance the game while using dogtown1’s Monster Mod by adding several features, it follows the same kind of concept as Oblivion’s MMM and New Vegas’s AWOP with lots of features.
– Revising and added monster behaviour, abilities and spells, spawn points and other aspects. There are quite a few Momod creatures identified as daedra now such as the scamps, fire giant, bullvore, which will cause conflict in the wilderness – for example the fire giants will battle other giant types now if they come across each other, but will not spawn in the same group. The Werecats are now friendly with the Sabrecats, skeletal creatures will coexist, and the treants live with the spriggan.
– Adding new monsters, all with their own aesthetic and some with new abilites. They have been created using the assets from Monster Mod and mixing them up plus adding my own.
– New weapons and armour hidden as loot, sold at stores, wielded by elite enemies, and some unique ones as prizes. These new weapons are rare and you are more likely to find them at a higher level. This includes new armours, helmets, shields, and sword from the Witcher games which will fit the battles with Witcher creatures.
– New spells, including the introduction of random summoning! There are now spells to obtain through learning, scrolls, staffs and even used by some enemies. The conjured creature will be roughly determined by the players level and will last for 2 minutes, and will come in sets of Daedra, Undead, Dragons (rare).
– New NPCs, including additional defences for populated areas in the form of the Blue Stripe soldiers and Protectors who are high level NPC Adventurers hired to protect the smaller towns.
– New armours, helmets, shields, and sword from the Witcher games
– New follower in the form of Thornir, you will find him at Windhelm by the stables who is defending the town from Ice Giants. He Has all the capabilities of vanilla followers and is marked as essential so he won’t die on you, while being equipped with his own unique weapon.
– Increased the dragon presence in Skyrim by placing the Momod dragons in locations throughout the map, you will encounter all kinds of ranks so be careful you don’t stumble into a previously unihabited area without protection as you might find an Elder or Ancient dragon waiting for you!
– Some Enemy factions now have monster fighting alongside them as allies or pets.
– Blue Stripe outposts have been added to the world, a few for now but I will be adding more with updates. They are added as actual locations with their own map markers and can be fast travelled to once discovered (including coc if you use it).
– There are several Giant Ogres placed around the world that will drop special items so you can go behemoth hunting!
– Unique Bosses, some with their own custom built territory, can be found throughout the game. If you find Blue stripes at any of the Inns, or at Outposts, you can normally find bounty notes with them (1 at each location) which will give a description of the Boss and hint at it’s location. Alternatively you can find bounty notes with vendors who tend to sell misc items.
A lot of new encounters will depend on your characters level by adding many levelled spawn points, however the unique boss creatures have been set at a high level and would be too difficult for beginners. This mod also caters for elite players who like to level up as high as possible by adding new harder creatures that will spawn when you are at an advanced level.
This mod would be ideal for you if you have had problems in the past not finding many Momod creatures and you will experience a lot more variety with many new monster types.
As you travel around the world you will come across new encounters and battles taking place chiefly involving monsters! You will find creatures wandering down the roads searching for human prey, advancing toward populated settlements including the main towns, you will even find them fighting each other! All content has been added Tamriel (outdoors), but in future updates I will be adding unique dungeons and worldspaces.
You may notice a new dwemer dungeon entrance down the river from Druadach Redoubt, it’s locked for now but in V2 will be used for a dwemer dungeon kinda like the Mines of Moria from LOTR complete with Falmer, Ogres, and a Balrog boss.
Across the map are containers specially made to hold the new content of this mod, you will mostly find them at Blue Stripe outposts but there will also be dead soldiers with some equipment on them.
List of new monsters and bosses
– The Reaper (Boss)
– Giant Ogre (Boss)
– 25 new New Drakes such as Earth, Daedric, Fledgling, Frost, Forest etc.
– New Reaper Spirits
– Blood Drinker (Boss)
– Forest Witch (Boss)
– Blood Lord (Boss)
– Giant Daedric Chaurus (Boss)
– Dremora Werewolf
– New Bone Horrors
– Blood Werewolf
– 14 new Dragon Daedroth types
– Hooded Gargoyle
– Colossus, a gigantic Hooded gargoyle (Boss)
– Giant Gargoyle (Boss)
List of new weapons
– Staff of the Dead, a unique mages staff that will conjure a random undead creature for 2 minutes
– Neurotoxin Greatsword, poisonous
– Veraxanima Sword, Dagger and Greatsword, all do additional damage to undead creatures
– Ferravis Warglaive, deals additional damage to daedra
– Wildvine dagger and Sword, deals additional damage to animal types
– Dwemer Equalizer, deals additional damage to dwemer automatons
– Staff of the Dragon King, conjures a random dragon for 2 minutes of varying levels. (USE OUTSIDE!)
– Copperthorn, deals additional damage to giant types
– Thorin’s Hammer, staggers enemies, unique weapon carried only by Thorin who is guarding Windhelm
– Witcher sword, one-handed and two-handed
– Dragon’s Bane, deals additional damage to dragons
– Staff of Daedric Command, conjures a random daedra
*Note that in order for the additional damage enchantments to work I had to manually add data to each individual creature from Monster Mod, and will not work on all vanilla creatures.
List of new armour
– Blue Stripe light armour set
– Blue Srtipe heavy armour set
– Blue Stripe Elite armour set
– Viper Assassin set
– Witcher Helmets
– Witcher Shields
*There may be problems with some world objects and UI for some of these armours which is out of my control, however they work properly when equipped on NPCs, mannequins, and your character*
Future plans for this mod will involve more followers including creature companions, new dungeons, more monsters, and hopefully more weapons and armour.
I am also looking into quest-making and will include in later versions if I can get them to function well enough together.
Installation
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Upack the files to your Skyrim\Data directory, remove to uninstall.
This mod has been made for Monster Mod here on the nexus and will not cause conflicts that are not already present with that mod. For instance if you use Immersive Creatures you will need to make a bashed patch.
If you use my Waking Nightmare II mod, you will notice some of the same assets used and both mods should be compatible.
Compatibility
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Make sure you know what you’re getting yourself into when installing Monster Wars. There WILL be mod conflicts as many features have been added, but I do not have time to go through the hundreds of really popular mods to give a list.
There are conflicts with Monster Mod alreay such as Wars In Skyrim, and Deadly Dragons if not loaded at the end of the load order. You may get conflicts with Warzones with this mod, I haven’t tested them together so can’t be sure. It might even just make for bigger fights in some areas.
Despite having potential conflicts you CAN get them to work together by using Wyre Bash and creating a bashed patch.
If you use any of the mods mentioned in the credits, this will be work alongside them but you may notice duplicates with different properties in-game.
Recommendations
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– Encounters can be better identified if you have your actor fade video settings quite high, sometimes NPcs and creatures will begin combat upon spawning so eep your ears and eyes peeled at all times while you are outdoors.
– Be wary of other mods that add structures to the world or expand cities, they may interfere with some encounters.
– Install manually. I have heard too many reports of unsuccessful downloads and installations using Nexus Mod Manager and because I don’t ever use it I won’t be able to help you with it. All files have been compressed for easy install, make sure Monster Wars is under Momod in the load order.