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Loot changes: Drakes and Sjoormen removed dragon death items (dragon bones and scales) as they are not technically dragons, and the loot is overpowered for them. Tree Spirit - renamed as Ethereal Spriggan Vampire Priestess (Lilith) - renamed as Ascended Vampire Ancientĭragon Daedroth (Dragon Man) - renamed as Blood Daedrothĭeath Naga and Ice Naga - renamed as Serpent Wraith Wraith (unarmed reaper version) - renamed as Gloom Wraithĭaedric Prince (Baphomet) - renamed as Daedra Knight Loot change: Ethereal Spriggan (ghost loot removal) Renamed Wraith (Unarmed Reaper version) to Gloom Wraith Renamed Death Naga and Ice Naga to Serpent Wraith Renamed Spriggan Spirit (Tree Spririt) to Ethereal Spriggan
SKYRIM GRIM REAPER MOD MOD
Now compatible with Skyrim Monster Mod v6 UPDATED TO v.08 - NOW COMPATIBLE WITH MONSTER MOD v6. Noely Ulloa Posts: 3596 Joined: Tue 1:33 am Loot changes: Drakes and Sjoormen - removed dragon death items (dragon bones and scales) as they are not technically dragons, and the loot is overpowered for them. Sea Dragon and Sea Drake - renamed as Sjoormen Rot Fiend - renamed as Greater Bonewalker Lilith - renamed as Ascended Vampire Ancient Other creatures have been renamed as follows to make lore-friendlier: I've simply removed the following creatures from the Monster Mod: Rotfiend renamed Greater Bonewalker (was renamed Flesh Atronach in v0.6)ĭrakes and Sjoormen - removed dragon loot as they are not technically dragons, and loot was overpowered for them. Nekker actually removed (was incorrectly labelled as removed previously) Shannon Lockwood Posts: 3373 Joined: Wed 12:38 pmĬyclops removed (previously only Giant Cyclops was removed) I'll have a look at spawn locations later on down the line.
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The purist lore-friendly version will remove him - you're right, it's all about location - which is one of the jarring things about the monster mod - some spawn locations for various creatures seem implausible. Leaving as generic "Daedra Knight" leaves it somewhat open to interpretation. I've had other suggestions for renaming Baphomet, from Xivilai to Gargoyle - and none seem to fit precisely. Daedroth is now back in - renamed as "Blood Daedroth". A transformation script is out of the scope of this replacer, and I don't think really needed for random enemy spawn. Werecrocodiles will stay in, it's plausible that they migrated from Morrowind as dark elves or another southern race.
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Unless, of course, Bethesda start adding dinosaurs in the DLC. The Triceratops will definitely be removed in all versions of my replacer.
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