About this mod

Official pack of Mihail's High Fantasy themed creations. Turn Skyrim into a magical world, filled with ancient mysteries and exciting challenges, populated by everything from raging Minotaurs to mischievous Goblins, ancient Woodland Spirits to venomous living Slimes. 173 new creatures, 26 new weapons, 17 new spells, 49 new items and +50 new areas.

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Permissions and credits
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Changelogs
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  • This mod compiles several of my standalone mods, so before downloading it, check in Features which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. Just check the link in front of each creature, weapon or armor mentioned in Features, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
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  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).








Official pack of Mihail's High Fantasy themed creations. Turn Skyrim into a magical world, filled with ancient mysteries and exciting challenges, populated by everything from raging Minotaurs to mischievous Goblins, ancient Woodland Spirits to venomous living Slimes.

This pack contains mostly monsters (sentient or not), minor aedric beings and spirits of nature. However, it also includes daedra, with some of them being inspired by beloved franchises such as D&D. Another release, called Dark Fantasy Pack, is also in the plans, and will include creatures and beings more connected to the dark fantasy universe.

In the current version, the High Fantasy Pack features 173 new creatures, 26 new weapons, 17 new spells, 49 new ingredients/misc items and more than 50 new areas (including camps, ships, ruins and interior cells).



(For more information about each creature/weapon/armor/etc. included on this themed-pack, read the respective
individual mod page descriptions of each mod merged on this compilation. Check FEATURES tab for links)




Technical Info: 

How do themed packs work? -They are packs that compile individual mods of mine, be they creatures, armor, weapons, etc., by classifications in common between these files, whether they are dwarven automatons, undeads, daedra, player homes, robes, daedric weapons, etc., thus facilitating the use of more mods, taking up less space, and making everything simpler.
What will be the frequency of these? -Variable, I will only compile themed packs when I have the amount I consider sufficient of individual files, for a consistent and complex pack, that fulfills the purpose of immersion that is proposed. For example, a themed pack of animals from the megafauna, due to the greater extent of the terrain where they appear, needs to have a large number of mods launched individually prior to the merge, so that it pays to form a themed pack, while a themed pack of dwarven automatons for example requires much less, because the places where these occur are much smaller, and it is easier to fill all the gaps in that sector in the vanilla game.
Do I need to keep the individual mods merged in the themed pack? -No, check in features what mods are merged in the themed pack, and you can delete all files related to them, or just the esps if you want, since meshes, sounds, textures, etc. will naturally be replaced, and if you are asked during the installation of the themed pack if you want to replace files, click "Yes for all".
Will individual mods continue to be released? -Of course, and after a while of the launch of an individual mod, it will also be included in the respective pack, then stay tuned for updates on the themed packs and the releases of new packs, but as the creation of a themed pack only occurs when I consider that the pack attends well to what it proposes, it can take a while until I consider that a new update is justified, when I already have a good number of new individual creations released, which can take many months, so, keep downloading mods that I release, and allways checking when they will be included in a themed pack.
Will you make a modular option for themed packs, allowing me to choose what I want, and disable what I don't want? -No, it totally goes against my philosophy regarding my mods and their immersion. Things are thought and implemented with a view of using everything together. For example, artificial intelligence and positioning, mainly of creatures, are linked to the use of my other creatures alongside them, they are made to be used all together and thats when they will function at full potential. Ultimately, if you want to pick and choose, individual standalone mods are available.
Are all your creations lore-friendly? -First, let's define Canon, Lore-friendly and Immersive: Canon- is part of the official TES lore, presented in official games, books, trailers, etc., and in the case of TES, we can say that it is a partially open-canon franchise, as presented by C0DA, later confirmed at ESO, for the disgust of some fans, and the happiness of the majority; Lore-friendly- something that is friendly and compatible with lore, not necessarily Canon, but something that could be, since it follows the pre-established canonical rules. The partially open-canon feature that allows fans to expand the lore of TES fits like a glove in the concept of Lore-friendly; Immersive- something that, in the field of mods, whether Canon or Lore-friendly, is inserted into the game in a logical, fluid and interesting way for players. So, are mihail mods Lore-friendly? Absolutely always, for my great respect and love for the franchise and its lore, but they are not always Canon, and they are always as Immersive as possible. When not canonical, I create a lore-friendly background to insert them immersively, and due to the partially open-canon feature of TES, they fit seamlessly, without spoiling anyone's gameplay. I know that there are very purist users who don't like this approachment, but my mods follow of course my own philosophy, and obviously being my creations they will always follow that line of thinking.
But you sometimes bring content inspired by other franchises, isn't that a problem? - No, because other franchises are other universes not related to TES and you have full intellectual and creative capacity to disassociate a concept from another franchise from that same original franchise, and see it adapted to the TES universe in an immersive and lore-friendly way without it affecting your immersion and enjoyment, because, as I said before, you are an intelligent player and not a limited individual. It is important to think outside the box.




(This mod compiles several of my standalone mods, so before downloading it, check which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. For this, just check the link in front of each creature, weapon or armor mentioned in the list bellow, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack. Due to the fact that this themed- pack only compiles creature mods, I will only post links to the standalone pages on the Creatures category, since the weapons, shields and loot contained here come from these same creature mods as well, and not from separated non-creature mods of mine.)


Creatures-

Sentient Beasts and Sentient Races:


Bolgans (LE/SE-AE)- (added in v1)
''The large Bolgans are a brutish ancient race easily identified by their red skin and the heavy
dwarven weapons and armor they carry. They once lived throughout Skyrim, but when the Nords
arrived with a thirst for conquest, the Bolgans were decimated and nearly extinct.
The Dwemer saved them, in exchange for their services as brute force on war.
''
Variants: Bolgan Thug, Bolgan Butcher, Bolgan Charger, Bolgan Beastmaster, Bolgan Tanker
(extras: Tamed Boar)


Centaurs (LE/SE-AE)- (added in v1)
''The imposing Centaurs are an ancient and reclusive beast-race with traits of man and horse. Alternatively
admired and despised, legends of their exploits range from the epic to the pornographic. The Council
of Artaeum have called the Centaurs "true followers of the Old Ways" of Tamriel.''

Variants: Centaur, Centaur Wildhunter, Centaur Marauder, Legionnaire Centaur Deserter, 
Legionnaire Centaur Renegade, Legionnaire Centaur Apostate


Ettins (LE/SE-AE) (also on the bundle Ogres and Ettins- LE/SE/AE) - (added in v1)
''Ettins are hulking, two-headed abominations with an immense hatred for all living things. Descendants
of a tribe of Ogres cursed by Malacath himself in ancient times, these tormented beasts of incredible
strength but limited intellect are everything an adventurer doesn't want to encounter.
''



Falmer Abyssraiders (LE/SE-AE) (also on the bundle Hive Guardians- LE/SE/AE) - (added in v2)
"Well-armored Falmers, wielding long halberds made of Chaurus chitin and imbued with electricity,
riding bulky Pitroamers, the Abyssraiders are a menace in every Falmer hive they patrol.
"
Variants: Falmer Abyssraider (mounted on a common Pitroamer),
Falmer Abyssraider
(mounted on an albino Pitroamer)


Frost Giants (LE/SE-AE) (also on the bundle Grahls and Frost Giants- LE/SE/AE) - (added in v2)
Details: with this mod, you'll have access to a Frost Giant and Karstaag replacer,
inspired by the latter's unique look in Tes3: Bloodmoon, and a complete
overhaul of their mechanics, attacks, sounds, abilities, and much more.


Giants (LE/SE-AE) (also on the bundle Giants Overhaul- LE/SE/AE) (includes also the Giant Club Variety LE-SE/AE)- (added in v2)
"Have you ever noticed that all the Giants in the game have absolutely identical faces? Well, not anymore!
With this mod each variant is now unique, adding a touch of realism to this gargantuan race native to Skyrim."
Details: This mod offers new detailed variants of male Giants, replacing 2 of the 3 types of vanilla
Giants, originally released all of them with the same bodies and faces, varying only on the clothes.
(Extras: 2 new types of Giant Club following the same style as the original Club. One resembles an axe, while
the other resembles a double-sided hammer, each assigned respectively to 2 of the 3 vanilla Giant variants)



Giantesses (LE/SE-AE) (also on the bundle Female Giants and Younglings- LE/SE-AE and Giants Overhaul- LE/SE/AE) - (added in v1)
"Usually secluded in remote camps in the icy mountains, or living in the faraway caves of the tribal
clans, the female Giants are a rare but equally potentially fatal sight as are their husbands.
"
Variants: Giantess (variant 1), Giantess (variant 2), Giantess Matriarch


Giant Younglings (LE/SE-AE) (also on the bundle Female Giants and Younglings- LE/SE-AE and Giants Overhaul- LE/SE/AE) - (added in v1)
"When a giant child reaches a certain age, adults begin to prepare the youngling for adult life. The boys are then taken by the old
males to their Mammoth camps, to teach the young giant to be an adult. Younglings are certainly not as dangerous as an adult,
but be aware, because they can already cause serious damage and are very well protected.
"


Goblins (LE/SE-AE) (also on the bundle Goblins and Riekrs- LE/SE/AE) - (added in v1)
"Goblins are violent and primitive small orc-kin humanoids found throughout Tamriel, often living in sewers,
caves, cluttered camps and ruins, in small clan-based societies. Accompanied by their tamed Durzogs, they are
known for making their camps near roads to rob travelers. Goblins are sentient, and worship Malacath.
"
Variants: Goblin, Goblin Archer, Goblin Skirmisher, 
Goblin Berserker,  Goblin Shaman, Goblin Warlord

(extras: Tamed Durzog)


Gremlins (LE/SE-AE) - (added in v2)
"The diminute Gremlins are harmless and shy creatures belonging to the family known as Goblin-kin.
Although seen as unpleasant by most non-Orc civilizations, they are generally just chased away like a
stray dog or cat, and are not often killed as is the case with Goblins or Ogres.
"


Harpies (LE/SE-AE)- (added in v1)
''Harpies are small and fierce feathered creatures that resemble a hybrid of a woman and a bird. These creatures
have a wide geographical distribution, but occur mainly in High Rock and Hammerfell, fiercely defending their
nests with their sharp claws and wind and shock magic, in dangerous matriarchal flocks.''

Variants: Harpy, Swarming Harpy, Harpy Matriarch


Homonculus (LE/SE-AE) (also on the bundle Imps and Homonculus- LE/SE/AE) - (added in v2)
"Homonculi are small flying chimeras created by alchemists who magically combined the properties of certain spells
with parts of various daedra to create this creature. Homonculi possess intelligence, they are bred to serve their
masters and are often assigned to guard areas, using their ability to fly to patrol corridors searching for intruders."



Ice Titans (LE/SE-AE) (also on the bundle Sea Giants and Ice Titans- LE/SE/AE) - (added in v1)
''The Ice Jötun is one of the now rarely seen, and almost mythological Titan breeds. He has blue skin, an ugly, deformed
face covered in warts, and long snow-covered hair and beard. The body is robust and wrinkled, and the arms are long
and end in large hands. The feet are also powerful, being able to crush a bear with a single stomp.''

Variants: Ice Titan, Bloodlust Ice Titan


Ice Tribes (LE/SE-AE) (also on the bundle Sea Giants and Ice Titans- LE/SE/AE) - (added in v1)
''Sea Giants are usually accompanied by their smaller kin, although still much taller than a Nord, and who seem to have equal respect and place
in their society as a pure Sea Giant, although these last ones are usually those seen in a position of high command. Known as Half-Giants, they
are hybrids of Sea Giants and Nords. Slavers, the Sea Giants often take female prisoners during their raids, which they take to their camps for
unknown purposes besides the confirmed goal of reproduction. 
They have been called “howling half-kin” by some scholars and warriors who
have had the displeasure of encountering them, for their habit of screaming gutturally in combat during their looting."
 
Variants: Half-Giant Glacier Scout, Half-Giant Tidebreaker, Half-Giant Snowraider, Half-Giant Frostcaller


Imps (LE/SE-AE) (also on the bundle Imps and Homonculus- LE/SE/AE) - (added in v1)
"Imps are small pesky winged humanoids of moderate intelligence, capable of casting basic fire and shock spells. While a lone Imp
is a nuisanse in its own right, they are only especially dangerous in groups. They inhabit nearly every province of Tamriel and
are most commonly found around ruins, caves and dungeons, and are highly aggressive."

Variants: Imp (fire variant), Imp (shock variant), Charged Fire Imp, Charged Shock Imp, Fiery Vile Imp, Sparky Vile Imp;



Minotaurs (Cyrodilic) (LE/SE-AE) (also on the bundle Minotaurs- LE/SE/AE)- (added in v1)
''Minotaurs are a powerful bestial race with the physical characteristics of man and bull. The feral Cyrodilic forest
dwellers are the most degenerate descendants of Morihaus and the now extinct minotaur civilization of the Alessian
Empire. This variant is bulkier than its Skyrim cousins, but uses far more primitive armor and weapons.''

Variants: Cyrodilic Minotaur, Cyrodilic Minotaur Lord


Minotaurs (High) (LE/SE-AE) (also on the bundle Minotaurs- LE/SE/AE)- (added in v1)
''These ferocious men-bull descendants of Morihaus are said to have symbolized the Alessian Empire during the 1st Era,
but later became commonly seen as dangerous beasts by other races. The variant that inhabits Skyrim is among those
closest to the original glory and power of its race, unlike other more ferocious variants that live across Tamriel.''

Variants: Minotaur, Minotaur Lord, Minotaur Gladiator, Minotaur Shaman, The Maze Guardian (unique)


Nixads (LE/SE-AE) - (added in v2)
"Nixads are small and delicate insectoid-looking fairies that inhabit virtually all of Tamriel. These harmless and
shy creatures occur in the most varied colors, which seem to be associated with the places where they inhabit."

Variants: Sapphire Nixad, Amber Nixad, Jade Nixad, Amethyst Nixad, 
Turquoise Nixad, Scarlet Nixad, Citrine Nixad, Obsidian Nixad



Ogres (LE/SE-AE) (also on the bundle Ogres and Ettins- LE/SE/AE) - (added in v1)
''Ogres are large, seemingly dim-witted orc-kin found throughout Tamriel, both living in open areas and deep caverns.
Best known for their great strength and terrible stench, Ogres have blue or greenish skin, pronounced teeth, bulky
bodies with large limbs, elven ears with drooping tips, and, according to some scholars, cannibalistic tendencies.
''
Variants: Savage Ogre, (common) Ogre, Ogre Chieftain (the 3 previous variants can appear
as Ogre Guards and Ogres Mercenaries as well)
, Snowhills Savage Ogre, (common) Snowhills Ogre


Riekrs (LE/SE-AE) (also on the bundle Goblins and Riekrs- LE/SE/AE) - (added in v1)
"Riekrs are a small species of blue snow goblins native to northern Skyrim and High Rock. Mischievous like their cousins from warmer regions,
Riekrs live in trouble-making clans, plaguing nearby villages and travelers, always accompanied by their fierce Snowsnarl Durzogs."

Variants: Riekr Harrier (variant 1), Riekr Harrier (variant 2), Riekr Snowstalker,
Riekr Toothbreaker, Riekr Frostbiter, Riekr Chieftain
(extras: Snowsnarl Durzog)


Sea Giants (LE/SE-AE) (also on the bundle Sea Giants and Ice Titans- LE/SE/AE) - (added in v1)
''The Sea Giants are a mysterious and little-understood race of seafaring giants, who tirelessly engage in piracy in the Sea
of Ghosts region, sailing their large ships decorated with giant bones and totems. They are also known as skilled whalers.''

Variants: Sea Giant Icepounder, Sea Giant Bulwark, Sea Giant Winter Warrior


Werebears (LE/SE-AE) - (added in v1)
Details: A complete revamp of the Werebear sounds, adding 14 new sound effects to them
and much more, making these ferocious beasts finally truly unique and imposing.




Non-sentient and Semi-sentient Beasts:


Cockatrices (LE/SE-AE)- (added in v1)
''Cockatrices are large flying chimeras resembling a draconic rooster and created by powerful alchemists. The process
is shrouded in mystery, but it is known that they are born from eggs laid by roosters that have mated with other roosters.
The egg must then be incubated by a snake, which is devoured by the animal as soon as it hatches.''

Variants: Female Cockatrice, Cockatrice Matriarch, Male Cockatrice, Alpha Cockatrice


Grahls (LE/SE-AE) (also on the bundle Grahls and Frost Giants- LE/SE/AE) - (added in v1)
''The Grahl is an understudied mysterious member of the Troll family: they have an unusual appearance, a bulky and
wrinkled blue body partially covered by thick white fur, a pair of long tusks protruding from their bloody large mouths,
but the peculiarity of this Troll however are the disconcertingly big sharp spikes of ice that grow from their back..''


Lesser Griffins (LE/SE-AE)- (added in v1)
''The Lesser Griffin is a large flying predator native to High Rock, Hammerfell and Skyrim, and said to
be especially prevalent in Craglorn. It looks like a combination of a ferocious lion and a giant eagle,
usually inhabiting highlands and building its nests on mountain ridges inaccessible to intruders.''

Variants: Lesser Griffin (variant 1), Lesser Griffin (variant 2), Archgriffin;


Thri-Kreen Warriors (LE/SE-AE) (also on the bundle Hive Guardians- LE/SE/AE) - (added in v1)
''Thri-Kreen are mutated ritualistic warriors created by Falmer alchemy using the Chaurus creature as a base. These
obedient humanoid insects outperform the own Falmers in physical capacities, and do not need to rest, being excellent
defenders of the hives where they live. They are also commonly used to protect the valuable Shellbugs.''



Trolls (Cyrodilic) (LE/SE-AE) - (added in v2)
"Trolls native to Cyrodiil are smaller, less dangerous, and curiously more covered in thick fur than their northern
counterparts. However, the temperament is the same, and their smell is nauseating, with the thick fur arranged
in a tangle of parasites, food scraps, dirt and even moss."

Variants: Cyrodilic Troll (variant 1), Cyrodilic Troll (variant 2)


Wampas (LE/SE-AE)- (added in v1)
''Wampas are giant carnivorous predatory reptomammals native to the remote icy continent of Atmora. They began
migrating to the north of Skyrim since ancient and untold times, when sea levels fell between Atmora and Tamriel,
creating ice bridges crossing the Sea of ​​Ghosts, which temporarily connected the two continents.''
Variants: Wampa, Alpha Wampa



Lesser Aedric Beings and Nature Spirits:


Dryads (LE/SE-AE) - (added in v2)
"Dryads are forest nymphs, protectors of flowers and trees, guardians of the ancient woodlands and everything
that germinates in their sacred soil. Unlike Spriggans, Dryads appear to be specifically connected to flora,
while Spriggans have an equally deep connection to animals as they do to plants."

Variants: Evergreen Dryad, Autumnshade Dryad, Gloomroot Dryad 


Gnomes (LE/SE-AE) - (added in v2)
"Gnomes are tiny humanoid nature spirits, looking like plump old men with long beards
and pointed hats. Extremely shy, they can usually be found dancing ritualistically
around pots full of gold coins, stolen from houses near their lairs in the woods.

Variants: Gnome (variant 1), Gnome (variant 2), Gnome (variant 3)


Gorons (LE/SE-AE) - (added in v2)
"Gorons are guardians of nature, mountain spirits that take the form of bulky yellow humanoids made of rock.
This large mountain-dwelling race, slightly larger than a normal man but much stronger, is often found guarding
secluded caves and mountains across Tamriel, often blending in with the rocks and catching invaders off guard."



Indriks (LE/SE-AE) (includes also the Summonable Indrik Mounts LE/SE-AE) - (added in v1)
''Indriks are feathered magical deer-like creatures that bear some direct relation to Y'ffre. Indriks fight using
elemental-based attacks, with power drawn from the very Earth Bones beneath their hooves. Relentless protectors
of nature, a wild Indrik will not hesitate to slaughter anyone he deems to be a potential danger to the wild world."
Variants: Dawnwood Indrik, Frostlight Indrik, Rimedusk Indrik, Mossheart Indrik, Crimson Indrik, 
Ebonglow Indrik, Spectral Indrik, Indrik Patronus, Luminous Indrik, Glacial Indrik, Igneous Indrik
(also saddled mounted versions of all the variants except Indrik Patronus)


Old Gods of the Hunt (LE/SE-AE)- (added in v1)
''The Old Gods of the Hunt are powerfull and mysterious ancient creatures from a previous Wild Hunt, that still roams
through Tamriel in very small numbers in the current era. Ferocious and stunning powerfull, this Wild Hunt beasts are
connected to Hircine, and worshiped since the beginning by the Reachmen and the Bosmer as one of their Old Gods."
Details: Old Gods of the Hunt appear in several unique named variants
(extras: Crows, Evil Roots, (Wild Hunt powered) Familiar)



Pixies (LE/SE-AE) - (added in v2)
"Pixies are a type of Redcap described as appearing as tiny, agile silhouettes formed from flickering
shadows, or just as glimmering sparks, and with the personality of whimsical pranksters."
(extras: more spawn points for Spriggan Earth Mothers)


Spriggans 
(LE/SE-AE) - (added in v2)
Details: "Talkative Spriggans" adds 13 new immersive lines of custom dialogue to these mysterious
spirits of the forests, making your battles against them more epic, symbolic and unique.



Sprites (LE/SE-AE) (also on the bundle Will-o-the-Wisps and Sprites- LE/SE/AE) - (added in v1)
''Sprites are timid nature spirits resembling small floating orbs, usually blue in color, with two pairs of transparent wings.
They produce a sparkling, magical sound and pose no danger. Several stories tell of heroes who were guided by Sprites
during their journeys until they reached their goals.



Will-o-the-Wisps (LE/SE-AE) (also on the bundle Will-o-the-Wisps and Sprites- LE/SE/AE) - (added in v1)
''An orb of light floating in the dark forest at night might seem innocent, friendly, maybe even helpful, but make no mistake,
these alluring lights are almost always dangerous: they lead travelers to dangerous places, perhaps a deep hole in a swamp,
or into a cave ruled by aggressive spriggans, never to be seen again."



Wispmothers 
(LE/SE-AE) - (added in v2)
Details: 
"Talkative Wispmothers" adds 12 new immersive lines of custom dialogue to these mysterious
spirits of the wind and frost, making your battles against them more epic, frightening and unique.




Animals:


Amenos Ornaugs (LE/SE-AE) - (added in v2)
"Ornaugs are marine reptiles with a canine appearance and amphibious life, native to the warm waters of the
Abecean Sea and used as mounts by the Maormer. Plates of reinforced scales cover some parts of their body,
especially those that cover the entire head, giving them a hard, bony-looking helmet."

Variants: Strayed Amenos Ornaug


Arachas (LE/SE-AE)- (added in v1)
''Arachas are a type of Arachnoid, this family is made up of armored creatures similar to spiders, but with traits of both arachnids and crustaceans, commonly with the ability to camouflage to ambush prey, and with some even having floral elements in their constitution, producing sap and pollen/ spores."
Variants: (female) Arachas Youngling, (male) Arachas Youngling, Arachas Sporespreader, Arachas Sporecarrier,
Armored Arachas, Venomous Arachas, Arachas Broodqueen, Arachas Behemoth



Fanged Goutis (LE/SE-AE) - (added in v2)
"Aggressive and little-documented bipedal reptiles related to the Kagoutis, similar in shape and behavior to them, but
with even larger fangs inside their huge mouths, ready to rip apart any enemy. These creatures mostly inhabit caves in
the mountainous areas of Hammerfell, but can be found in the border areas with High Rock and Skyrim as well."

Variants: Fanged Gouti Wickeder, Fanged Gouti Savage Bounder, Fanged Gouti Clawrunner


Giant Centipedes
 
(LE/SE-AE)- (added in v1)
''Giant Centipedes are large and lenghty venomous myriapods, with hard chitinous armor covering almost their
entire bodies. Underneath this carapace are rows of hooked limbs. They have several pairs of long antennae,
2 pairs of sharp mandibles, and 1 pair of large pincer-like front limbs that they use to capture prey."

Variants: Giant Centipede, Blackreach Giant Centipede, Pale Widow


Pitroamers (LE/SE-AE) - (added in v2)
"Pitroamers are a type of terrestrial cetacean that can be found in deep caves, feeding on larvae, mushrooms
and roots. Their closest relatives are the Orcas, with which they share some physical similarities, the most
obvious being the shape of the head. Falmer are known to tame and ride Pitroamers."

Variants: Wild Pitroamer, "tamed" Pitroamer, Albino Pitroamer


Shellbugs (LE/SE-AE) (also on the bundle Thri-Kreen Warriors and Shellbugs LE/SE-AE and Hive Guardians LE/SE/AE) - (added in v1)
"Shellbugs are large, round harmless insectoids. As Falmer hives are difficult to explore, for obvious reasons, little is known about the
life cycle of these creatures, as they are very rarely found beyond the reach of the blind elves' protective eyes, excuse the irony. It is known,
however, that adults are heavy and immobile animals, and it is not yet known if they are somehow attached to the ground, or just decide to
live immobile, or even if they are no longer, or never were, able to move, for example, due to their massive weight or because they have
lost locomotive structures such as legs, or never had them from the beginning."

Details: 
Overhaul for the Shellbugs added by the Dawnguard DLC, featuring more spawn points and 4k textures for
not only the giant insectoids, but also their Shellbug Chitin loot and the Shellbug Helmet that can be crafted from it.



Snowrays (LE/SE-AE) (also on the bundle Snow Whales and Flying Rays- LE/SE/AE) - (added in v1)
''Snowrays are similar to the manta rays that can be seen swimming in the oceans, but with the diametrically opposite
temperament, in addition to the unsettling fact that they actually fly. They also have, unlike their aquatic cousins,
poisonous stings on their tail, and, as the name implies, they inhabit icy places, such as glacial caves.."



Snow Whales (LE/SE-AE) (also on the bundle Snow Whales and Flying Rays- LE/SE/AE) - (added in v1)
''Mysterious and ancient as time, the giant Snow Whales populate the most fantastic stories of the Nord people. These peaceful
flying cetaceans were nearly extinct due to ruthless hunting by the ancient Nords, leaving only a small population today.
If on the one hand they inspired reverence, hunting them brought prestige and respect to clan members.



Wormmouths (LE/SE-AE) - (added in v2)
"Aggressive bipedal reptilians, Wormmouths possess a toothless beak-shaped mouth that is almost as large as the rest
of their bodies and forked at the lower jaw, making them look like a large worm-like mouth propelled by a single pair
of legs. Their backs are covered in armored scale plates, giving them natural protection."

Variants: (common) Wormmouth, Horrid Wormmouth



Daedra:


Ograts (LE/SE-AE) - (added in v2)
"Ograts are tiny vermin rodents that inhabit the desolate ruins of the Ashpit, Malacath's Oblivion realm.
Their body is covered by an exoskeleton that protects them from the harsh conditions of this place.
Orcs like to keep Ograts as pets in their Strongholds, permanently summoned to Nirn."




Other-


Fire Wyrms (LE/SE-AE) (also on the bundle Fire Wyrm and Magic Anomaly Overhaul- LE/SE/AE) - (added in v2)
"Named after the legendary Wyrms, legendary serpentine creatures inhabiting aquatic caves, and considered by many to be a myth,
Fire Wyrms are nothing more than artificial elemental creations created from dovah magic. Born and imbued with dragon fire,
they look like small serpentine dragons that meander through the air, like flying snakes. Of an unstable and explosive nature,
their existence is momentary and depends on the power of the dragon that created them."

Details: Transform the ancient dovah magic of the Fire Wyrms into a truly useful and
potent type of arcane power to scorch your enemies on the battlefield.



Gelatinous Cubes (LE/SE-AE)  (also on the bundle Gelatinous Cubes and Voriplasms- LE/SE/AE)- (added in v1)
''A Gelatinous Cube is an artificially created sea-green semi-transparent slime composed of mindless gelatinous
material intentionally molded through magical arts into the shape of a cube. They are mindless predators that
silently crawl through dark dungeons and caves, absorbing any material, dead or alive, in their path."

Variants: Gelatinous Cube (variant 1), Gelatinous Cube (variant 2)


Magic Anomalies (LE/SE-AE) (also on the bundle Fire Wyrm and Magic Anomaly Overhaul- LE/SE/AE) - (added in v1)
"Mysterious wisp-like luminous creatures, these blue balls of luminescent magic arise through ruptures in reality, brought about by
disturbances usually derived from improper manipulation of magic artifacts. It is unknown what they are, nor if they have any kind
of awareness, if they have a previous existence, or if they originated at the time of the disturbances."

Details: Improved Magic Anomalies fixes numerous problems in these mysterious
pure magic entities, and further expands their concept and abilities.



Voriplasms (LE/SE-AE) (also on the bundle Gelatinous Cubes and Voriplasms- LE/SE/AE)- (added in v1)
''Voriplasms are an amorphous, non-sentient type of ooze native to Black Marsh. They are green in color,
have the consistency of slime and can mostly be found in swampy areas. Voriplasms are incredibly acidic
in nature, although not poisonous, and can consume their prey very quickly using their corrosive secretions."

Variants: Voriplasm (in several size variants)



Weapons: Bolgan Axe, Bolgan Hammer, Bolgan Mace, Bolgan Sword, Centaur Steel Halberd, Ettin Fire Staff, Ettin Stone Club, Falmer Halberd, Forsworn Spear, Giant Club (4k retexture), Giantess Club (non-playable), Giant Stone Axe (non-playable), Giant Stone Hammer (non-playable), Glacier Stalhrim Arrow, Goblin Shaman Staff, Imperial Sledgehammer, Iron Guisarme, Legionnaire Steel Halberd, Minotaur Iron Axe, Minotaur Iron Hammer, Minotaur Iron Mallet, Riekr Staff, Rusted Iron Anchor, Stalhrim Staff of the Frost Breath, Steel Spiked Maul, Thri-Kreen Guisarme; 

Armor: Breath-of-Kyne Amulet, Shellbug Helmet (4k re-texture);

Player magicka: Dragon Storm (recovered and overhauled), Fire Wyrm power (overhauled), Summon Autumnshade Dryad, Summon Crimson Indrik Mount, Summon Dawnwood Indrik, Summon Dawnwood Indrik Mount, Summon Ebonglow Indrik Mount, Summon Evergreen Dryad, Summon Frostlight Indrik Mount, Summon Glacial Indrik Mount, Summon Gloomroot Dryad, Summon Goron, Summon Igneous Indrik Mount, Summon Luminous Indrik Mount, Summon Mossheart Indrik Mount, Summon Rimedusk Indrik Mount, Summon Spectral Indrik Mount;

Ingredients/ Food/ Potions/ Misc. loot: Albino Pitroamer Tendril, Alchemical Elixir, Arachas Acidic Sap, Arachas Sporangium, Arachas Venom, Archgriffin Feathers, Cockatrice Egg, Cockatrice Feathers (variant 1), Cockatrice Feathers (variant 2), Cockatrice Saliva, Concentred Wild Hunt Sap, Cube Slime, Cyrodilic Minotaur Horns, Dryad Sap, Durzog Meat (variant 1), Durzog Meat (variant 2), Fanged Gouti Hide, Giant Centipede Mandible (variant 1), Giant Centipede Mandible (variant 2), Giant Centipede Mandible (variant 3), Giant Centipede Venom, Goron Piece, Grahl Eyeballs,  Grahl Tusks, Griffin Feathers (variant 1), Griffin Feathers (variant 2), Harpy Egg, Harpy Matriarch Wing Feathers, Harpy Wing Feathers (variant 1), Harpy Wing Feathers (variant 2), Imp Gall, Indrik Antlers, Indrik Feathers, Indrik Ooze, Karstaag Skull (4k re-texture), Lesser Griffin Beak, Minotaur Horns, Ogre's Teeth, Pitroamer Tendril, Sea Giant Toe, Shellbug Chitin (4k re-texture), Snowray Sting Powder, Sprite Orb, Titan Tripe, Voriplasm Slime, Wampa Hide, Wampa Horns, Will-o-the-Wisp Dust, Wormmouth Hide;

Books: 16 (the added books are the spelltomes of the spells mentioned above);

World objects: Mounted Wampa Head, Will-o-the-Wisp Core;

Areas:
 
Bloated Man's Haunt, (unnamed) Bolgan Camps (+4), Draugrmidyr Camp, (unnamed) Goblin Camps (+20), Gomgralmaulgr Camp, Gomgralmaulgr Cave, Grulgjauddang Camp, (unnamed) Harpy Nests (4), (unnamed) Minotaur Camps (+4), (unnamed) Riekr Camps (6), (unnamed) Gnomes' Ritual Sites (+4), (unnamed) Caves (1);

Diseases:
. Rotbone, contracted from the bites of the Durzogs
In game description- "Although less dangerous than Bone Break Fever,
victims of Rotbone also suffer from loss of strength and stamina."



Cut Content
:

(content removed for specific and individual
reasons explained in each entry below)


Beholders (LE/SE-AE)- (removed in v2)
''The xenophobic Beholders are immediately identifiable, essentially being a floating head with a single cyclops-like eye,
surrounded generally by 8 smaller eye-tentacles, and a huge open mouth with rows of sharp teeth and a long, sticky tongue.
Beholders are, as a rule, violent, sadistic and greedy, craving wealth and power over others."
Variants: Darkheart Beholder, Beholder Souleater, Deranged Beholder, Frenzied Beholder,
Enthralled Beholder, Beholder Tyrant, Vile Beholder

Extra cut content: 
. 2 new types of human enemies: Manic and Demented Mages;  
. 7 new spells to summon the 7 variants of Beholders;
. 3 new areas- Vileburg Chamber, Cragfall Tower and Deathmoure;
. 1 new ingredient- Beholder Remains.

Reasons: the mod will be part of the Dark Fantasy Pack
as it fits better in the mentioned category.



Blood Drakes (LE/SE-AE)- (removed in v2)
''..."
Variants: (...)
Extra cut content: 
(...)
Reasons: the mod will be part of the Dragons and Drakes Pack
as it fits better in the mentioned category.



Dark Lurchers and Briarheart Trees (LE-SE/AE)- (removed in v2)
''..."
Variants: (...)
Extra cut content: 
(...)
Reasons: the mod will be part of the Dark Fantasy Pack
as it fits better in the mentioned category.




Dracolizards (LE/SE-AE)- (removed in v2)
''..."
Variants: (...)
Extra cut content: 
(...)
Reasons: the mod will be part of the Dragons and Drakes Pack
as it fits better in the mentioned category.




Leshens and Nekkers (LE-SE/AE)- (removed in v2)
''..."
Variants: (...)
Extra cut content: 
(...)
Reasons: the mod will be part of the Dark Fantasy Pack
as it fits better in the mentioned category.



This mod compiles several of my standalone mods, so before downloading it, check in Features which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. Just check the link in front of each creature, weapon or armor mentioned in Features, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack.

  • This mod is compatible with ALL creature mod packs or individual standalone creature mods from all other authors, at least in technical terms, since in terms of lore and immersion I recommend that you only use creatures from a single author in each gameplay, for the sake of consistency, and I recommend that you obviously prioritize my portfolio;

  • What made it possible to create the Imp or Harpy with animated working wings was an ingenious mix of skeletons and animations. The wings in particular are attached as a special effect, and animated by an external set of bones. This means that at the time of the Imp's  or Harpy's death, I was faced with two different scenarios: either the wings simply disappear when the Imp or Harpy is killed (like a magical cloak disappears when the mage who produced it dies), or they remain flapping permanently, which wouldn't be good either. I found a middle ground for the sake of your immersion: after death, the Imp's or Harpy's wings flap for a little period of time (long enough for you to collect the loot and move on), and then they disappear. In terms of immersion, consider the temporary flapping of wings after the Imp's or Harpy's death to be involuntary reflexes, similar to a gecko's severed tail, or octopus tentacles that move even after being cut. Options like transforming into an ash pile don't make sense for these creature, and the tests I did to replace the live model with animated wings with a dead model with static wings at the time of death didn't prove to be worth the effort they would require;

  • It has been reported by some users who have installed mods that add animated wings to the playable character, that both types of wings (the playable wings from other authors and the animated wings of some creatures of mine) can semi-blend into a weird bug, causing you to at certain times develop Imp, Homonculus or Harpy wings on your back instead of wings that you intended to use, such as fairy or dragon ones, added by other mods. It's not quite clear how this bug works, but maybe it's due to animations and other files shared between mods. If you don't use mods for that purpose then you have nothing to worry about. It is also possible that what actually causes this bug is some other mod in your load order, not related to playable wing mods;

  • The mod is not compatible with other mods that modify the textures, models, skeleton, attributes, etc., of vanilla Frost Giants and Karstaag. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all";

  • This mod is not compatible with mods that modify the models of Giants. This mod however is compatible with mods that modify the skeletons of Giants, thus changing their proportions. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all";

  • The mod is not compatible with other mods that modify the textures or model of vanilla Shellbugs. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all";

  • The mod is not compatible with other mods that modify the textures, model or settings of vanilla Fire Wyrms. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all";

  • The mod is not compatible with other mods that modify the textures, model or settings of vanilla Magic Anomalies. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all";

  • This mod is compatible with almost all mods that affect Spriggans (including model replacers) in some way, including those that add new sounds to them. The new lines of dialogue are directly attached to the Spriggan's race entrance, shared by all vanilla (green) Spriggans, therefore being the most sensible method possible for their application. Also, creatures that share the vanilla Spriggan "voice type" (sounds suchs as the sounds produced when you hit or kill them) won't use the new lines just because they share the vanilla sound effects of the Spriggan. Besides that, no matter if the new creatures use Spriggan animations, attacks, idles, or whatever, they will not have the Spriggan' unique lines of dialogue. So, you don't need to worry about incompatibilities;

  • This mod is compatible with almost all mods that affect Wispmothers in some way, including those that add new sounds to them. The new lines of dialogue are directly attached to the Wispmother's actor entrance, shared by all vanilla Wispmothers, therefore being the most sensible method possible for their application, because if the Wispmother race was used as the method to apply the lines, it would also give dialogue to the Shades projected by the Wispmother, since they share the same race. Also, creatures that share the vanilla Wispmother voice type won't use the new lines just because they share the vanilla sound effects of the Wispmothers. Besides that, no matter if the new creatures use Wispmother animations, attacks, idles, or whatever, they will not have the Wispmothers' unique lines of dialogue. So you don't need to worry about incompatibilities;

  • This mod is NOT compatible with ABSOLUTELY ANY mod that in any way modifies THE SOUNDS of the Werebears. If you want to use it in combination with any of these mods, use it at your own risk;

(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.



- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire




Author: 

Mihail-
. Bolgan model and textures, animations, sounds, camps; 4k re-texture of the Bolgan weapons and some of
the vanilla clutter carried by them, Boar re-modelling, 4k re-texture, animations, sound, game implementation;
. Centaur models, textures, animations, sounds, spells, effects, forsworn spear weapon, 4k re-texture of
the halberds and guisarmes, game implementation;
. Ettin model, textures, animations, sounds, spells, weapons, game implementation;
. New male Giants models, textures, animations, game implementation;
. Giantesses models and textures, animations, sounds, game implementation;
. Giant Youngling model and texture, animations, sounds, game implementation;
. New Giant Stone Weapons models, textures, game implementation;
. Frost Giant models, textures, animations, effects, spells, sound and game implementation;
. Goblins and Durzogs models, textures, animations, sounds, weapons, loot, camps, game implementation;
. Gremlin model, textures, animations, game implementation;
. Harpy models, textures, animations, sounds, loot, areas, game implementation;
. Homonculus model, textures, effects, spells, animations, sounds, game implementation;
. Sea Giants and Ice Tribes models, textures, animations, effects, spells, loot, sounds, new areas, game implementation;
. Grahl model, textures, animations, effects, sounds and game implementation;
. Snowray model, textures, animations, sounds, loot, game implementation; 
. Imps models, textures, effects, spells, animations, sounds, loot, game implementation;
. Cyrodilic Minotaurs models, textures, sound, animations, weapons, loot, game implementation;
. High Minotaur models, textures, animations, sounds, loot, effects, weapons, minotaur camps, game implementation;
. Pitroamer (mount) model, textures and animations; Falmer rider (using vanilla falmer model) re-modeling and skeleton edit    to adapt it to the proper normal falmer proportions and correct pose for the animations used, also 4k re-texture of the falmer      texture used on it (featured only on the new falmer enemy, not affecting the vanilla ones) and animations; weapon was made    using vanilla Falmer weapons as base for consistency, with 4k re-texture (featured only on the new weapon, not affecting          the   vanilla ones), sounds, game implementation;
. Re-modelling of the original Ice Titan model , 4k retexture of the original Ice Titan, Ice Titan's weapon and Ice Titan's loot      textures, sounds, effects, animations, game implementation;
. Nixad models, textures, animations, sounds, spells, effects, game implementation;
. Thri-Kreen Warrior model, texture work (textures were modified from chaurus' chittin vanilla textures, but re-textured to        suit the creature's concept, and upscaled to 4k), animations, effects, spells, weapon, game implementation; 
. Vanilla Shellbug 4k re-texture, vanilla Shellbug Chitin and Shellbug Helmet 4k re-texture,
game implementation of more vanilla Shellbugs;
. Ogres models, textures, animations, sounds, loot, game implementation;
. Riekrs and Snowsnarl Durzogs models, textures, animations, sounds,
weapons, loot, camps, game implementation;
. Werebear sounds and their game implementation;
. Re-modelling of the original Cockatrice models, 4k retexture of the original textures,
animations, sounds, loot, spells, effects, game implementation;
. Re-modelling of the original Lesser Griffin models, 4k retexture of
the original textures, animations, sounds, loot, game implementation;
. Cyrodilic Trolls models, textures, animations, game implementation;
. Wampas models, textures, animations, sounds, loot, game implementation;
. Dryads models, textures, animations, effects, spells, sounds, game implementation;
. Gnome models, textures, animations; Gnomes' beard was based on a vanilla Witcher 3's beard, re-textured and remodeled
to fit the Gnome concept; 4k and 2k re-textures of some vanilla items used in Gnomes' lairs, respectively a cauldron
and gold coins (available in the mod as standalone versions, not affecting the original vanilla
versions); Gnome ritual sites; scripts, game implementation;
. Goron model, textures, animations, loot, sound, game implementation;
. Indrik models, textures, animations, spells, effects, sounds, loot, game implementation;
. Re-modeling of the original ancient leshen model, 4k re-texture of the original ancient leshen texture, parts of the new            model, 4k re-texture of some of the vanilla plants that are part of the model, animations, spells, sounds,  effects, loot, game      implementation, minions effects, animations, sound and re-modeling of the crow and 2k  re-texture of it;
. Sprite model, textures, sounds, loot, effects, animations, game implementation;
. Will-o-the-Wisp 
model, textures, sounds, loot, effects, animations, game implementation;
. Re-modelling of the Arachas original models, 4k retexture of the original
textures, animations, sounds, loot, spells, effects, areas, game implementation;
. Re-modelling of the Giant Centipedes original models, 4k retexture of the original
textures, animations, sounds, loot, spells, effects, game implementation;   
. Improvement on the settings of the Magic Anomaly creature (attacks, fxs, AI, sounds, etc...);
. Fanged Gouti models, textures, animations, loot, sound, game implementation;
. Pitroamers models, textures, animations, sounds, loot, game implementation;
. Gelatinous Cube models, textures, animations, effects, spells, sounds, loot, game implementation;
. Voriplasm model, textures, animations, spells, effects, sounds, loot, game implementation;
. Wormmouth model, textures, animations, loot, sound, game implementation;
. Snowray model, textures, animations, sounds, loot, game implementation;
. Snow Whale model, textures, animations, sounds, game implementation;
. Ograt model, texture, animations, game implementation;
. Re-working of the Fire Wyrm and Fire Wyrm magicka, with changes/improvements on lore/concept,
effects, usage, also new visual and sound additions; I also re-worked a non-used spell from early
DLC Dragonborn development and made it available improved and much more immersive;
. Pixie model, textures, animations, sounds, effects, game implementation;
. Amenos Ornaug model, textures, animations, sounds, game implementation;
. Writing of the Spriggan voice lines and their game implementation;
. Writing of the Wispmother voice lines and their game implementation;


Some assets used on this mod belong to:

.CD PROJEKT RED- for the original tamed Boar model and texture; model and original textures of the following polearm weapons used by the centaurs: Iron Guisarme, Centaur Steel Halberd and Legionnaire Steel Halberd; for the piece of pig meat worn by the Ettins around their waist, in addition to one of the pouches worn by them as well (re-textured by me in 4k resolution); for the model of one of the totems the Goblins and Riekrs use on their camps; Ice Titan, Ice Titan's weapon and Ice Titan's loot original models and textures; the Cyrodilic Minotaur gauntlets were made from a Witcher 3's gauntlet model, but re-textured by me to fit the style and resolution of the Minotaur textures; for the piece of pig meat worn by some Ogres around their waist, in addition to one of the pouches worn by two of the Ogre variants, and the pendant worn by those 2 last Ogre variants as well (re-textured by me in 4k resolution); for the original Cockatrice models and textures; for the original Griffin models and textures; original model and texture of the Gnomes' beard, based on a vanilla Witcher 3's beard; for the original Ancient Leshen model and texture, and for the battle soundtrack inside the new cave; for the original Arachas models and textures; for the original Giant Centipede models and textures; 

.LorSakyamuni- for the conversion of the Goblin and Riekr totem and Ice Titan Tripe to be used in Skyrim;
.m150- for the dwarven weapons the Bolgans use and drop;
.Vicn- in order to save time, i used his vanilla falmer re-modeled by him into the model pose of the vanilla
riekling as base to my falmer animated as riekling boar-rider, since the initial model pose is basically the
same, just with different positioning and other minor necessary tweaks;

.
Anton0028- for the set of animations I used for the Harpies, Imps and Homonculus wings movement;
.Reaperix- for the wind magic spells resource, used by the Harpies;
.EricKos- for the model and texture of the potion "Alchemical Elixir";
.Hendrix- for the original crow model and texture used as a summon to the Old Gods of the Hunt
(released as public domain on ZT2 Round Table, initially for mods made for the game Zoo Tycon 2)

.cALAMIN- for the hd cubemaps used on the Sea Giants and Ice Tribe armors and weapons;
 .tamu75- for the giant hammer used by the common High Minotaur variant; 
.lolikyonyu and Oaristys- for some of the clutter the High Minotaurs carry on their backs;
.Oaristys- round model of a pile of vanilla coins, used on top of the Gnomes' cauldrons;
.mahty- I used and modified an animation of a pincer-style structure used in this author's 
Animated Dwarven Backpack mod, to serve as the base for animating the Nixad's wings;

.Phiit and Tamira (Phiit's Sheogorad Resource Part One)- i used the more complex Hawk animations made by Phiit and converted/ported to skyrim by Tamira as base when animating the Snow Whale model in order to give to the Whale proper
tail animations, in addition to the vanilla wing/flipper and body movement;

.Ole Gunnar Isager- for the wood club weapon used by 2 variants of Ogres (re-textured by me in 4k resolution);


Voice Actors:

.Elizabeth Plant (Website / Nexus)- voice of the Spriggans;
.Kiara Dougherty (twitter: @KiaraRedV / Nexus: KiaraRedVA) - voice of the Wispmothers;



Additional acknowledgments:

.Big Huge Games, 38 Studios and Electronic Arts- the Bolgan creatures available in this mod are inspired on the Bolgans from the Kingdoms of Amalur: Reckoning game, and have part of their background also inspired by the official background of the the Bolgan race in the aforementioned game. No assets belonging to Kingdoms of Amalur: Reckoning were used in the production of this mod;

.Gary Gygax, Tactical Studies Rules and Wizards of the Coast- the Thri-Kreen Warriors and Gelatinous Cubes available in this mod are inspired on the Thri-Kreen Warriors and Gelatinous Cubes from the Dungeons & Dragons franchise, and have part of their background also inspired by the official background of the ones in the aforementioned franchise. No assets belonging to Wizard of the Coast or Gary Gygax were used in the production of this mod;

.Star Wars, George Lucas, Lucasfilm Ltd. - the Wampas and Pitroamers available in this mod are inspired on the Wampas and Corellian Hounds from the Star Wars franchise. No assets belonging to Star Wars/ Lucasfilm Ltd. were used in the production of this mod;

.Nintendo, Shigeru Miyamoto, Takashi Tezuka and Co.- the Gorons available in this mod are inspired on the Gorons from the The Legend of Zelda franchise, and have part of their background also inspired by the official background of the ones in the aforementioned franchise. No assets belonging to Nintendo were used in the production of this mod;

.ZeniMax Online Studios, Bethesda Game Studios and Co.- several creatures available in this mod are inspired on creatures from the The Elder Scrolls Online game or other The Elder Scrolls titles, and have part of their background also inspired by the official background of the ones in the aforementioned franchise and its games. No assets belonging to ZeniMax Online Studios or Bethesda Game Studios were used in the production of this mod;

. CD PROJEKT RED- the Pixie creature was inspired by the concept of Pixies from The Witcher 3, and although this mod doesn't use neither models nor textures from the mentioned game,  I used the original Pixies sounds from The Witcher 3 in my mod as sound effects for my Pixies; However, unlike the cases above, some creatures in this mod are directly ported from the Witcher 2 and 3 games, although naturally re-modeled by me to adapt to Skyrim's animations, and generally re-textured by me for 4k. This is possible due to the developer's kind permission for this to occur in non-commercial mods that respect the company's image and do not express any copyright claim over its work, work that belongs to the company (CD PROJEKT RED and CO.), which owns both the intellectual rights as well as material rights of such creatures. The creatures that were ported from Witcher are described in the credits above, in the section dedicated to CD PROJECT RED, and also what work I carried out on top of their original work to adapt them to Skyrim.
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