Friendly Wildlife
Mods that add wildlife that is not aggressive. Also includes mods that pacify some of Morrowind's normal inhabitants.
A Flock of Seagulls by Cait, Abot, and TextureFreak
The sound of a seagull shriek tears apart the comfortable silence and peacefulness of the early morning. Graciously she soars the sky over sleepy Seyda Neen. She moves her wings with such ease as if she wants to make sure you understand that she doesn't even need the air to lift her up. Scanning the water for an early morning snack she patrols the skies. Now it is time for you to welcome her and her friends to Morrowind and grant them permission to soar Vvardenfells skies.
Animal Realism by Sal Maker
Dedicated to Charles Darwin. The Animal Realism mod is a simple modification that allows for more believable animal behaviour, i.e. less suicidal rats, fish, cliff racers, etc. Blighted animals will still attack as normal because the blight has caused them to lose their internal instincts. This allows them to bypass the laws of natural selection, making it okay for us to kill them without worrying on how their species ever could have survived with such stupidity. Also, stronger looking animals have been made stronger. This was done through an increase in animal combat skill, animal agility and animal strength. Dreughs have also recieved in increase in damage, they can be lethal now.
Cait's Cats by Kagz
Download requires forum registration
This mod brings approximately 250 of Cait's new cats and kittens to the game. They do things real cats and kittens do. The kittens have an idle animation where a caterpillar appears and they play with it. The cats have an idle animation where a butterfly appears and they try to catch it. 90% of the cats are house cats; they are indoors. Kagz did this because of the FPS concerns and also because the exterior cells are getting a bit busy now. You can find the cats in all the larger houses, inns, manors, castles, etc. Kagz kept them out of the small houses, as there is not enough room for the cats wander and idle patterns, and they get caught up in the furniture. There are a few cats outdoors, you will just have to look for them. They are mainly in towns. There are 20 different types of cats and 9 different types of kittens.
Cait's Moose on Solstheim by Pseron Wyrd and Cait
Requires Bloodmoon
Adds Caits wonderful moose to Solstheim. Brown moose cavort through the southern half of the island and a rare albino moose stalks the desolate, wind-swept reaches up north. Model and sounds by Cait. Textures and mod by Pseron Wyrd.
Cait's Squirrels on Vvardenfell by Pseron Wyrd, Cait, and Kagz
Requires Tribunal, Bloodmoon
Adds approximately 200 squirrels to the rural areas of Vvardenfell and Solstheim (and Plaza Brindisi Dorom). Red squirrels are found mostly in the Ascadian Isles, Bitter Coast, West Gash and Grazelands regions of Vvardenfell; Grey squirrels can be found throughout the southern half of Solstheim. Models and textures by Cait, sounds by Kagz, mod by Pseron Wyrd.
Ecology of Morrowind by Sabregirl
Attempts to "balance" the compliment of creatures according to ecological rules i.e. far fewer predatory creatures than herbivores. On Solsthiem you'll notice mostly deer, frostboar, and rabbits. Wolves and bears are much more unusual. On Vvardenfell you'll notice far fewer Kagouti and Alit than Guar, Scribs or Rats. Daedra have been removed from the leveled lists of the Grazelands and many other areas - to give a more "natural" feel to MW exteriors. Small herds of Guar have been hand placed around the Grazelands and Ashlands regions - so the ashlanders have something to hunt! Level;ed creatures have been changed in almost all regions. The creatures included in this mod are largely passive and standard creatures have been pacified, except for blighted creatures. Most are much faster than they were originally, so if you attack them they will run away, very fast. Bears however will usually fight you if bothered. Daedra, Undead, and non-animal creatures like Dwemer constructs, Spriggans, Rieklings and Riekling raiders will still attack you on sight. Flee AI is also "fixed" in a similar fashion to Watkim's game improvements. This mod also adds Cotton Tail Rabbits to the Grazelands, and Snowshow Hares, Spotted Deer (Chital), Caribou, Mountain Goats, and White Tailed Deer to Solstheim. There are two alternative ESPs. One requires the player be carnivorous, hunting and eating to survive. This ESP should not be used with any other "eating" mods. The other allows Werewolves to feed on creatures.
Fireflies Invade Morrowind by Thaedyn Vyr
Fireflies have landed on Vvardenfell. Active between dusk and dawn, they can be found in many areas during fair weather.
Hunt Cliff Racers to Extinction by Jaxalot
Requires Tribunal
Removes cliff racers from levelled lists after a certain number have been killed by the player, simulating their extinction. This number defaults at 200, but may be modified via an in-game menu to a wide range of values. The in-game menu also allows the player to either force cliff racers into extinction, or return them from extinction with a single button.
Morrowind4Fish by Brash and Cait
Adds 9000+ fish (Cait's Sealife) to the oceans of Morrowind. Currently focuses on Azura Coast & Sheogorad Regions. Mod by Brash, fish by Cait. Screenshots.
Passive Healthy Wildlife by Puma Man
Changes the attack setting of most non-diseased animals into a much more passive state in which they do not attack unless attacked first or "bothered.". Healthy animals will attack if you "bother" them or linger too long.
Peace Mod by Kagz
Download requires forum registration
Kagz was fed up with being attacked by everything that moved. So he made this mod that stops wildlife from fighting. Alits, Cliffracers, Guar, Kagouti, Kwama, Mudcrabs, Netchs, Nix Hounds, Rats, Scribs, Shalks, and Slaughterfish will no longer attack. Unique or special versions of these creatures will still attack as normal. About 95% of the creatures are covered. Now you can stroll around Vvardenfell and check out all the wildlife in peace.
Rational Wildlife by Max
Requires Tribunal, Bloodmoon
An update to many like-minded mods that've gone before. This one turns the suicidally crazed wildlife of Morrowind, Mournhold, and Solstheim into somewhat calmer creatures who generally try to avoid a fight, if possible. Even the diseased animals won't throw themselves at you without regard for life or limb anymore, unless you annoy them, of course.
Silt Striders are in Vvardenfell by Lochnarus
Adds actual animated Silt Strider creatures to the game world. The Silt Striders were animated into creatures by Lingarn, and originally offered in a small "Silt Striders" mod. That mod had a few of the creatures, but not very many. What I've done is add them to the levelled creature list, allowing them to randomly spawn wherever a random creature spawn point is located. There is a good chance you'll see them in the Bitter Coast, Ascadian Isles, the West Gash, and some may also be in the Molag Mar area. They are fully animated, and they move slowly about, stretching their legs outward as they move. They will not attack you unless you attack them first. There is one type of this creature, Wild Silt Strider. Lochnarus did not want to make "baby" variants or "young" variants, mostly because many other creatures do not have such things.
Water Life by Abot
Requires Tribunal OR Bloodmoon
Water Life is an attempt to mix the scripting techniques developed in the "Where Are All Birds Going?" mod with the best aquatic creature modding resources to bring more life into Morrowind waters. Mainly adds to Morrowind (most) peaceful aquatic creatures based on the wonderful models & textures by Cait Sith, Lady Eternity & Proudfoot, and Brash. Screenshots.
Where Are All Birds Going? by Abot
Requires Tribunal OR Bloodmoon
Where are all birds going? An attempt to bind flawed Morrowind AI to bring life to most beautiful birds. This mod adds to Morrowind peaceful flying birds based on the wonderful models & textures by Lady Eternity & Proudfoot (Dragon's Breech mod). The main goals of this mod are to make waters and shore feel more alive, especially deep sea diving. The mod also aims to have a tolerable/dynamic FPS hit, no quest/game consequences, and compatability with all existing and future mods, thanks to the dynamic, real time placement/detection of all items and water areas recognition. What makes this mod really different is the way (with pros and cons) creatures are placed in the world and the effort to make them more "alive". You can hate or love this way of placing creatures, but Abot think it's worth a try. There are many screenshots at the download page.
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