Skyrim

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David Brasher

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David Brasher

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About this mod

This mod adds daedra from Skyrim Monster Mod to dungeons where conjurers live.

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Permissions and credits
Mod: Daedra in Conjurer Dungeons 1_0
Game: TES V: Skyrim
Requires: Skyrim Monster Mod:http://skyrim.nexusmods.com/mods/9694
Author: David Brasher
Date: 7/28/12
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CONTENTS
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1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
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1. INFORMATION ON THE MOD
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This mod adds daedra from Skyrim Monster Mod to dungeons where conjurers live.

Do you miss raiding conjurer lairs in Oblivion? This mod can help you out. Conjurers
are nasty warlocks and witches who really hate it when greedy adventurers snoop around in their dark
damp dwellings seeking stuff to steal and evil enemies to eradicate. They value their privacy and
have a lot to hide. They really don't want the guards to know what kinds of twisted experiments
they are performing. So if anyone visits their homes, they feel like they have to kill them and
prevent their escape. (Plus they think it is good fun.)

Conjurers like to gratify their egos by summoning and controlling powerful daedra. They
feel that it is better to be feared than liked. And if you live in a dark, dusty, moldy hole, then
you probably need some sort of compensation to avoid getting really depressed. So there is nothing
like the ability to summon evil monsters from Oblivion for chasing the blues away. (But maybe if
these warlocks behaved themselves and didn't conjure ugly monsters, the nice people would let them
live in ordinary houses in town.)

Perhaps society is to blame. Nords in general dislike and distrust magic and those who
use it. Magically gifted children probably have terrible childhoods and are made to feel ashamed
and like they don't belong. They are encouraged to hide their magical inclinations. They probably
yearn to find others like themselves who understand how they feel and accept them for what they are.
So if society was more accepting, maybe there wouldn't be this terrible problem with conjurers and
their summonings attacking travelers. Think about that next time you are acting prejudiced against
your neighbors who are witches.

This mod uses a fairly full spectrum of daedra. Both the original ones from Skyrim and
new ones from Skyrim Monster Mod are used. These are the daedra you will find in conjurer dungeons:

Scamps
Flame Atronachs
Clannfears
Frost Atronachs
Hungers
Flesh Atronachs
Ogrims
Daedroths
Spider Daedra
Storm Atronachs
Winged Twilights
Dremoras

The mod is designed to avoid conflict with overhaul mods. Custom actors are used including
the original Skyrim daedra. (The original models are used but new actors were created.) Custom
leveled lists were created to work on custom spawn points that were placed in the world. So it does
not matter if other mods edit the vanilla daedra, edit the vanilla leveled lists, or edit the vanilla
spawn points. This mod will continue to function and will not damage the function of the other mods.
You don't even need to do a full install of Skyrim Monster Mod and have all those new monsters in the
world or possibly have conflicts with your other mods resulting from using it. This mod does not
conflict with Skyrim Monster Mod. You can use it at the same time as you use this mod with no ill
effects.

The daedra in this mod are not leveled. They range from level 4-46. You could encounter a
daedra from anywhere in this level range no matter what level you are at. The average daedra in this
mod is between level 15 and 20.

The daedra tend to be off the beaten path. You would need to go out into the wilderness or
into a dungeon to find them. You don't need to worry about your brand-new character getting
slaughtered by daedra unless he or she goes somewhere that it is unwise to go. If you are eager to go
see the daedra, the easiest two places to find would be a couple of small ruins on the surface to the
west of Whiterun. One is north of the Sleeping Tree giant camp, and the other is to the south, but
beware, those places are very dangerous. Here are some other main locations where you can find daedra:

Ansilvund
Morvunskar
Sunderstone Gorge
Fellglow Keep
Hobs Fall Cave
Ustengrav
The Shrine of Mehrunes Dagon

One way you could see all the daedra this mod adds at once is to use a console code to go to
the testing hall added by this mod. To do this, you would enter this console code:

COC AADCTestingHall

This mod could make your raids on conjurer lairs much more dangerous -- and interesting.
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2. Installation
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You must install SkyMoMod.bsa and SkyMoMod.esm to make this mod work.

To install this mod, extract (decompress) the .esp to your Skyrim directory.
(It will be something like *Installation directory*\Skyrim\SteamApps\common\Skyrim\Data)
Mark the box next to the mod in your mod manager.

Alternately, extract someplace else. Then move the .esp to Skyrim\Data. Mark the box
next to the patch in your mod manager.

Make sure that you have installed the .esm and .bsa from Skyrim Monster Mod you may either
use its .esp (SkyMoMod_lists.esp) or not.


Your load order should be like this if you use Skyrim Monster Mod:

SkyMoMod.esm
SkyMoMod_lists.esp
Daedra in Conjurer Dungeons.esp


Your load order should be like this if you don't use Skyrim Monster Mod:

SkyMoMod.esm
Daedra in Conjurer Dungeons.esp

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3. Version History
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V 1.0 7/28/12Initial release.
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4. Conflicts, Known Issues, and Troubleshooting
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Skyrim is not Oblivion or Morrowind, so the daedra are not going to look and act exactly
the same.

You must install the Skyrim Monster Mod .esm or else you will have a missing master and
Skyrim will not be able to start up.

This mod could conflict with another mod that edits the same location. The effect would
be that the daedra from this mod would kill whatever actors the other mod placed there, but other
mods would not likely place nice actors in a conjurer dungeon.

Not all the daedra from Oblivion and Morrowind are represented in this mod. If I had more
daedra, I could add them to this mod.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined and can hopefully be fixed.
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5. Copy Status and Credits
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Credits: The makers of Skyrim Monster Mod: http://skyrim.nexusmods.com/mods/9694
Dogtown1
"StarX" for draugr, falmer, giants, trolls, durzog
digital lion for the fatalis texture, the drake, Ice Naga, and revnant
chocolambot for a hagraven texture
killer keos for the ebony mesh
muppetpuppet for a very sexy tiger and hyena texture, and raptor and therium mesh and tex
Mr. Siika for the durzog, minotaur head and hooves, triceratops mesh and baby mammoth
and thanks to Ghogiel for the triceratops texture
Alexander Wolf for the demon wing mesh
GSC Game World for the stalker stuff
CDProjeckt for the amazing witcher mesh and textures
mdogger for the guar
mdogger and grimdeath for the hunger
cryonaut for werecroc mesh and tex
artifex0 for snow devil torso mesh and tex
newermind43 for brown werecat texture and ripper sword
big thanks to Th3w1ck3d1 for the help

Jackstarr for Skyrim Monster Mod Replacers - Lore Friendly and Others
http://skyrim.nexusmods.com/mods/16411
Nothing from his .esps was used, but many of the edits listed in his change log
were entered into the CK from scratch for this mod.

Bethesda for making Skyrim in an open format anyone can mod.

Copy Status: You may use my leveled lists and my other edits of that sort that are found in this mod in
your own mod and you may distribute it as long as you list me in the credits and notify me
on TES Nexus as a courtesy.
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