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Creature Pack 1.1
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Creature Pack 1.1

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The Elder Scrolls III
MORROWIND:
Creature Pack 1.1 (Tribunal required)

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Index:
1. Installation
2. Playing the Plugin
3. Save Games
4. Creature Examples
5. Credits
6. Feedback
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1. INSTALLING THE PLUGIN

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To install the plugin, unzip 'Creature pack 1.1.esp' into the
morrowind/data files directory.
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2. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the "Creature Pack 1.1.esp" file.
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3. SAVE GAMES

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This Plugin will not invalidate your old saved games. If you save
your game while this plugin is loaded, you may encounter error
messages when you reload the saved game without the plugin. But
you will be able to continue on with the original game.
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4. CREATURE EXAMPLES

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Ancient Dremora Lord(lvl200)
Feared by all, challenged by none. These mysterious Dremora Lords
have always been an inspiration for many a book or tavernsong. Luckily,
these Lords are rarely seen on this plane, though when encountered
the Dremora will completely destroy the poor soul that came too close.
Avoid at all cost.

Ancient Skeleton Archer (lvl50)
Some archers had such a strong passion for archery that they simply
refused to die of age. Even though the body has decayed so mant years
ago, the spirit remains strong. For thousands of years have these
skeleton archers practiced the art of markmanship, which gave them
their both known and feared accuracy. Since they shun all contact with
the living, not much more is known about these undead archers, though
it is believed these archers sometimes spend decades working on a
single arrow. If this is a true is unknown, for they carefully retrieve all
arrows from the corpses of their victims. Even while they do not attack
inexperienced adventures, everyone is adviced not to enter tombs or
crypts unless absolutely nescesarry.

Returned Swordfighter (15)
Just like with he Skeleton Archers, these men and women were so
obsessed about their trade, the art of fighting with swords, that their
spirits simply stayed in their corpses when the sworfighter died. After
many a year, some of these spirits would learn how to control their
skeleton remains, after which they would resume their training regime.

Every day begins a Returned Swordfighter by polishing his blade, after
which he woul duel other Returned Swordfighters. These duels would
not stop before one of them would be destroyed. Needless to say, all
these duels are the sole reason not many of these swordfighters
actually 'live' long. Unfortunately, some of those that remain unbeaten in
the duels for a longer period eventually manage to become a
swordmaster.

Revived Swordmaster (35)
Swordfighters who emerge victorious from their duels eventually gain
so much skill they are considered Swordmasters. Unfortunately for them,
all this training has made their bones weak, and even a single hit could
instantly kill them. Therefor the duels they fight, the daily routine of a
swordfighter remains the same once he becomes a swordmaster,
normally last for hours, since they simply cannot afford to make a
mistake. Often these duels can go for hours without a single attack
being made, and these duels are only ended when one of the
swordmasters makes a tiny mistake. It is rumored some swordmasters
eventually gained a higher status, though this is as of yet
unconfirmed.

Ancient Lich (200)
If Liches can be considered masters of magic, then these Liches
should be called Grandmasters. Only Liches who spend many millenia
studying the Arcane will eventually reach this rank. They can burn cities
in a matter of seconds. Entire armies fell for the might of a single Ancient
Lich. Exact numbers are unknown, but it is assumed only a few of these
creatures exits, somewhere in Tamriel. If you see one, run.

See 'Readme_CreaturePack 1.1 (Creature List).txt' for a complete list of new creatures.
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5. CREDITS

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Testing:
Amra
Stadi Galanos
Qwert
Damar Stiehl

And everyone who gave feedback, or supported this plugin in any
other way. Hope you all like it!

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6. FEEDBACK

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Feedback and comments can be send to the following e-mail adress:
spymaster.mephisto@hccnet.nl
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Creature Pack 1.1 FAQ

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The Elder Scrolls III
MORROWIND: 
Creature Pack 1.1 FAQ

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Index:
1. What does Creature Pack do?
2. Which creatures will be added in version 1.1?
3. Will I need Tribunal for version 1.1?
4. Will I need BloodMoon for version 1.1?
5. Will there be an update to v1.2?
6. Will you use third party models/textures in version 1.1?
7. But I don’t want to chose between GIANTS and Creature Pack!
8. How difficult is this mod?
9. How large will the download be?
10. What is the current status of the project?
11. When will it be ready for download?
12. Will this mod lower my FPS like some other creature mods do?
13. Will this mod add spawnpoints?
14. Do I need to use the list merger?
15. Do I needto start a new game to encounter the new creatures?.
16. How do I update from version 1.0 to 1.1?
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1. WHAT DOES CREATURE PACK DO?

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Creature pack is a mod that will add many new variations of existing creatures to various
Leveled-creature lists. It will increase the difficulty, add variation and forces the player
to search for weaknesses in their opponents. Version 1.1 will add over a hundred new creatures.
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2. WHICH CREATURES WILL BE ADDED IN VERSION 1.1?

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CREATURE PACK 1.1 - LIST OF CREATURES

CreatureName (Creature lvl)(Required clvl to encounter)

Ancient Lich (200)(150)
Ancient Dremora Lord (200)(150)
Ancient Daedroth (100)(100)
Elder Lich (100)(100)
Elder Dremora Lord (100)(100)
Gigantic Storm Atronach (96)(96)*
Arisen Sleeper (87)(87)*
Huge Ogrim Giant(75)(75)*
Upgraded Steam Centurion (75)(75)*
Majestic Golden Saint (75)(75)*
Elder Daedroth (65)(65)
Awoken Sleeper (65)(65)*
Enormous Storm Atronach (64)(64)*
Ancient Hunger (62)(62)*
Phantom Twilight (60)(60)*
Grand Dremora Lord (60)(60)
Gigantic Frost Atronach (57)(57)*
Big Ogrim Giant(55)(55)*
Ancient Bonelord (50)(50)
Grand Lich (50)(50)
Ancient Skeleton Archer (50)(50)
Revived Legendary Swordmaster (75)(50)
Elder Hunger (50)(50)*
Reinforced Steam Centurion (50)(50)*
Ancient Golden Saint (50)(50)*
Ancient Dremora (50)(50)
Hidden Twilight (45)(45)*
Grand Storm Atronach (45)(45)*
Furious Shalkling (45)(45)*
Gigantic Flame Atronach (45)(45)*
Elder Golden Saint (40)(40)*
Grand Daedroth (40)(40)
Elder Dremora (40)(40)
Chosen Sleeper (40)(40)*
Ancient Bonewalker (40)(40)
Enormous Frost Atronach (38)(38)*
Hardened Steam Centurion (37)(37)*
Grand Hunger (37)(37)*
Ancient Ancestor Ghost(35)(35)*
Elder Bonelord (35)(35)
Enraged Shalkling (35)(35)*
Revived Swordmaster (35)(35)
Ogrim Giant(35)(35)*
Elder Skeleton Archer (30)(30)
Greater Storm Atronach (30)(30)*
Enormous Flame Atronach (30)(30)*
Grand Golden Saint (30)(30)*
Shadow Twilight (30)(30)*
Furious Ash Ghoul (30)(30)*
Greater Lich (30)(30)
Grand Frost Atronach (27)(27)*
Grand Dremora (25)(25)
Elder Bonewalker (25)(25)
Enhanced Steam Centurion (25)(25)*
Greater Hunger (25)(25)*
Angry Shalkling (25)(25)*
Greater Golden Saint (25)(25)
Elder Ancestor Ghost(25)(25)*
Enraged Ash Ghoul (25)(25)*
Grand Bonelord (25)(25)
Grand Flame Atronach (21)(21)*
Greater Daedroth (20)(20)
Furious Scamp (20)(20)*
Angered Ash Ghoul (20)(20)*
Furious Ash Zombie (20)(20)*
Grand Skeleton Archer (20)(20)
Greater Frost Atronach (18)(18)*
Enraged Scamp (16)(16)*
Enraged Ash Zombie (16)(16)*
Greater Dremora (15)(15)
Grand Ancestor Ghost(15)(15)*
Revived Swordfighter (15)(15)
Shalkling (15)(15)*
Grand Bonewalker (15)(15)
Greater Bonelord (15)(15)
Greater Flame Atronach (14)(14)*
Angered Scamp (12)(12)*
Angered Ash Zombie (12)(12)*
Furious Ash Slave (11)(11)*
Greater Skeleton Archer (10)(10)
Enraged Ash Slave (9)(9)*
Hungry Scamp (7)(7)*
Angered Ash Slave (7)(7)*
Elder Kagouti (5)(5)*
Elder Guar (5)(5)*
Elder Alit (4)(4)*
Furious Mudcrab (4)(4)*
Elder Cliff Racer (4)(4)*
Elder Kwama Forager (4)(4)*
Elder Nix-Hound (3)(3)*
Scared Scamp (3)(3)*
Enraged Mudcrab (3)(3)*
Elder Rat (3)(3)*
Young Kagouti (2)(2)*
Young Guar (2)(2)*
Angered Mudcrab (2)(2)*
Young Cliff Racer (2)(2)*
Young Alit (2)(2)*
Young Kwama Forager (1)(1)*
Young Nix-Hound (1)(1)*
Young Rat (1)(1)*

*added in 'CREATURE PACK 1.1'

29 Objects in 'CREATURE PACK 1.0'
101 Objects in 'CREATURE PACK 1.1'
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3. WILL I NEED TRIBUNAL FOR VERSION 1.5?

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Yes, Creature Pack 1.1 uses Tribunal-only artfiles. It is not possible to use this mod without owning Tribunal.
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4. WILL I NEED BLOODMOON FOR VERSION 1.5?

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No, BloodMoon is not required for this mod.
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5. WILL THERE BE AN UPDATE TO V1.2?

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Yes, a new version, including variations of BloodMoon creatures, is planned.
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6. WILL YOU USE THIRD-PARTY MODELS/TEXTURES IN 1.1

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No. Quite a few people offered me their sklls for this, but I feel that I do not want this mod to become a 2nd GIANTS. Even though new models/textures are fun, I myself eventually considered it to be more fun when the new creatures would use the same artfiles as Morrowind itself. This way it feels more like it was always a part fo Morrowind.

I also noticed many people do not have access to a fast internet connection, which would not allow them to download a mod with multiple models/textures. In the end I concluded that new models/textures would not add enough.
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7.BUT I DON’T WANT TO CHOSE BETWEEN GIANTS AND CREATURE PACK!

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One of the first descisions I made before making this update was that I wanted this mod to be fully compatible with GIANTS, Adventures are all other mods. So if you like both GIANTS and Creature Pack, then you could just use them both without any problems. Do note that this might make Morrowind more difficult then you ever wanted it to be though.
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8.HOW DIFFICULT IS THIS MOD?

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That depends on your character. Most new creatures low-lvls can encounter are passive.* They would rather prevent fighting with you. After all, why would a young cliff racer be interested in attacking a armor-wearing warrior?

At higher levels the player will encounter creatures of epic strenght. It will most certainly make travelling around Vvardenfell and in the Mournhold sewers a lot more dangerous, and even the most renown hero will encounter situations where he is forced to run for his life.

If you, after using this mod, still consider Morrowind too easy, which is hghly unlikely if you have a high-lvl character, you could always install mods like GIANTS or Adventurers to further increase the difficulty.

*in order to prevent conflicts I did not change the settings of original morrowind creatures. If you want them to be passive as well you should download one of the mods that does this.
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9. HOW LARGE WILL THE DOWNLOAD BE?

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Since no new meshes or textures have been used the total download size for the complete mod is 27kb.
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10. WHAT IS THE CURRENT STATUS OF THE PROJECT?

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Version 1.1 has been released.
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11. WHEN WILL IT BE AVAILLABLE FOR DOWNLOAD?

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Version 1.1 is availlable for download.
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12. WILL THIS MOD LOWER MY FPS LIKE SOME OTHER CREATURE-MODS DO?

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No. Due to the way this mod works the FPS will not change at all.
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13. WILL THIS MOD ADD SPAWNPOINTS?

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No, all creatures have been added to the lvl-ed lists. This way you dont have more encounters, the only thing that changes is that the encounters become more dangerous. It will 'feel' as it was always a part of Morrowind.
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14. DO I NEED THE LVL-ED LIST MERGER?

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Yes, if you use other mods that change the lvl-ed lists (eg. GIANTS), then you need to use the list merger. If you dont have such mods there is no need to use this tool.
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15. DO I NEED TO START A NEW GAME TO SEE THE NEW CREATURES?

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No, you can just enable it and enjoy your new challenges.
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16. HOW DO I UPDATE FROM VERSION 1.0 TO 1.1?

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Easy. Just disable the old one and enable the new one. If you need to use the list merger you should re-create the list.
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