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********************************

G I A N T S

Creature Mod for
The Elder Scrolls III:
Morrowind
Tribunal
Bloodmoon
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v 2 .7. 1 "Ultimate"

2/ 10 /04

Contents:

1. Installing
2. The Creatures
3. Credits and references
4. Important Info.
5. Compatability
6. Legal
7. Version updates
8. Bugs/Issues

Project lead, author, scripts & original 2d art (textures): Marty V. aka "The Puma Man"
E-mail: tempusfugit99@yahoo.com
Web Page: http://morepumaman.freehomepage.com

The Puma Team

This Mod adds many "new" creatures to the traditional Morrowind bestiary.

Giants
Lich
Wraiths
Giant Scorpions
Demons
Skeleton Gladiators and Knights
Flaming Skulls and skeletal hands
Dwemer Spikers, Mech Spiders, Mech Wasps and Golem-Prototypes
Dragons
Dragonlings
Apostates
(Beholders)
Fire Spurts
Rot Worms
Fire Daedra
Reiklers
Reaver Kingpins
Seducers
Shades
Harpies
Zombies
Mummies
Titans
Trolls - Mountain and Cave Trolls
Black Shadows
Imps
Face of the Forest
Frost Elementals
Elder Imps
Ice Imps
Field Haunts - Luminous Ghosts and "Apparitions"
Wild Vampires
Vampire Ancients - Ancient Vampire Lords
Spriggans - Earth, Night and Famine
Night Sprites - Frost Sprites
Phantasms
Phantoms
Golems - Ebony, Glass, Earth, Automatons & Colossus
Nymphs
(warning: full female nudity used)
Giant Skeletons
Giant Spiders
Shalk Stalkers
Pack Nix-Hounds
Killer Netch
Sea Devils
Gorgos
Over 150 individialy crafted creatures in all!
This mod will add animated blood, gore, dismemberment, enemy teleporting and transformation to some of these creatures in Tribunal and Bloodmoon versions only.

Installing

The Creatures

Giants



The featured new creatures are The Giants like the ones in Daggerfall. These enormous savage primitive-Humans the size of dinosaurs are extremely territorial and will kill all wayward explorers that enter into their turf. They are stupid descendants of ancient giants and not too many are left. They have only been spotted in the Grazelands, the Sheogorad region, inside Ghost Gate and Solstheim. ...and woe to the unfortunate to happen upon one. They are very good archers and wield a massive club weapon of their own making! They like to hoard precious gems they find in the mountains where they originate from and are immune to the cold. The foremost authority on Giants, Martyriinn, was last seen in the Ashlands region. Maybe you should seek him out to learn more...

Giant Scorpions


Just like in Daggerfall, giant scorpions will attack you with their paralizing stingers and ripping claws!

Skeleton Gladiators and Knights


are melee warriors, basically uber-skeletons FAR more powerful than regular skeletons. Skeleton Gladiators use magically enchanted weapons and (unlike skeletons) WEAR ARMOR that they take off the bodies of opponents they've killed in battle and is often mismatched. They vary in toughness depending on how much armor they happen to be wearing and what weapon they happen to be using. Skeleton Knights wear matching armor but will not yeild it once they die. Knights are slightly more powerfull in general than Gladiators.

Flaming Skulls and skeletal hands


Skeletons often shatter into pieces when killed and once in a while a piece can come after you!! Sometimes in the form of a dismembered skeleton hand or a bezerk skull on fire!

Lich


(like in Daggerfall) are the most feared skeletal undead. They usualy wear a cloak, are MASTERS of magic and use "The Lich's Staff" - an enchanted weapon that was basically made to make grown men cry out for their mommies! "Ancient Lich" never really die, they escape back to the nether world to reconstitute their physical bodies when it has taken too much damage and have the ability to transform into one or several "doppleganger" creatures as a last resort to hold on to our world! Lich Kings*** have a crown and are the most powerful variety but are rare..thank goodness! Lich Kings stalk our world in disguise and have many guises to protect them. If one ever dares to defeat it, one must defeat its doppleganger facades first. Its like fighting a kind of demented chines box! It will transform from one to the next, each one is worse than the last untill you finally expose the real, horrible King Lich! Much easier said than done.

Zombies


Considered the servants of the King of Worms, these are the poor souls that have been brought back by some dark power. They walk the lands, mindlessly trying to kill others, possibly to make them suffer the fate they are wishing for. They are like Corprus Stalkers with two main differences; their killing skills have advanced greatly ...and so has their decomposition. Their decaying bodies will sometimes come apart and dismember on death!

Mummies


are powerful undead creatures (usually heroes, warriors and kings) that were actually preserved by humans. They come in two distinct varieties - Mummies and Ascended Mummies. Ascended Mummies are called "ascended" because they are corpses that have undergone a preservation ritual and have "ascended" from their tombs. They are not very old (some as recent as a few years) and their undead embalmed anointed bodies still posses the nimble and reactive muscle tissue that enable them to perform just like a living body! They move fast and wear armor, carry weapons and even use magic. It is possible to dismember an unarmored Ascended.
The traditional Mummy is thousands of years old. They have lost all elasticity in their bodies and are completely propelled by the black-magic that has risen them. Though they move very slowly they are extremely strong and nearly impossible to destroy. They will also hex you with "Mummy's Curse".

Demons


From Hell! Skeletal, horned, tall and using only "flaming" weapons, they lurk in the deepest and darkest recesses of Morrowind!

Field Haunts


include Luminous Ghosts, and the more powerful "Apparitions". They haunt the Morrowind countryside only at night. Some types are luminous. The day time has an adverse effect on them...they perish.

Wraiths


like in Daggerfall. These are very powerful black ghosts that have the unique ability to "teleport" themselves either near or at different locations around their attackers throwing them off. They may teleport many times before finally being destroyed. Sometimes they can disapear entirely and pop up again just when one least expects it during battle. They dislike the daylight but unlike other ghosts are not destroyed by it.

Dwemer Spikers, Mech Spiders, Mech Wasps and Golem-Prototypes



Four new Ancient Dwemer automatons will dwell in the Dwemer Ruins!
Dwemer "Spikers" are mechanized bone-grinding horrors. Testament of the Dwemer's violent nature, they are equipt with a spiked, "grinding" rolling bin. Mech Spiders are stronger that the Centurian spiders and prefer using physical attacks with sharp metal legs! Mech Wasps are one of the few machines the Dwemer invented that is capable of self-propelled flight! Unfortunatly its a war-machine and its enemy is you! Golem-Prototypes are somewhat rare and are very early versions of the much more advanced "Steam Centurions" types. They are slow and go down easily but are devastating in close combat.

Dragons


Dragons are now being spotted in Morrowind. It would appear they're attracted to Dagoth Ur's recent rumblings. The encounters have been rare but it seems they have found a home in the Ashlands and the turbulent Molag Amur regions. They are known to breath FIRE and their fiery breath is inexhaustible.
They are completely at home in the skies soaring for hours at a time. They are the new apex predators of the region and can consume anything alive in their path. They are huge and no other creature can match their size. Dragons have been said to have been "conceived of fire" so its no wonder that their lairs are active volcanic areas!

Apostates


sometimes known informally as Gazers or Beholders because of their giant cyplopse eye and many-eyed tentacles. These are hideous and foul aberasions which seemed to have spawned out of Dagoth Ur's rage! They are even more dangerous than Ascended Sleepers but thankfully more rare.

Fire Spurts


These are basically flames that have gained conciousness and blindly seek beings on which to burn on as fuel. Unfortunatly, you are good fuel.

Rot Worms


are basically giant maggots with an appetite for rotting (and living) flesh. These are one of the more foul scavengers of Tamriel and are usually found around the dead.

Fire Daedra


(like in Daggerfall) are one of the more mundane, but dangerous, daedra from Oblivion. Slightly intelligent with some spell casting abilities, is greatly resistant to fire based spells. They will light up dark temples with their blazing torsos!

Giant Skeletons


These are the risen fossilized skeletons of "ancient giants" that walked Tamriel many thousands of years ago but are now extinct. They are a strong opponent but are not as powerful as the bodies they used to belong to so many millenias past. They will use weapons against you so watch out!

Titans


are the largest two-legged creatures in Vvardenfell. There are two known types...one is alive the other is not! The Sea Titan is a gargantuan beast almost 50ft tall and lives out to sea. It occasionally comes to land to wreak havoc on the cities and devour everyone in sight! Stay out of deep water unless you want to try and slay one...not recommended since they are about 20 times more powerful than the giants and twice as big! The Titan Skeletons make Giant Skeletons look like midgets! These live in the harsh Ashlands and the volcanic deserts of Vvardenfel and will pickup boulders and throw them at you!! Slaying any Titan will reap one wondrous and rare treasures that appear magically at the slayer's feet.

Phantasms


are to ghosts what Lich are to skeletons. Completely invisible, these powerful poltergiests will "posses" the armor and magical weapons of the living when going to battle . Only the best warriors can expell a Phantasm from the armor and weapons they haunt back to the nether world were they belong!

Phantoms


are undead type creatures that come in the three basic adventurer types: Fighter, Mage and Thief (Archer). These are precursors to Phantasms and will show up earlier in the game. They use the items they had in life, but the only part of the Phantom itself one can see is the glowing red eyes.

Pack Nix-Hounds


are aggressive young of Nix-Hounds and -NO- they wont carry your luggage. ;P
Smaller than full-grown Hounds they always travel in PACKS of five or six (sometimes more) for protection. Pack Nix's are much faster, hit much harder but die much quicker. They will always attack in a group! They are found in high vegetation regions. Since they are so young they have not been around long enough to contract diseases.

Killer Netch


are the highly aggressive young of Netches and live that period of their lives only in the water. They are very much like jellyfish in this stage and are poisonous. They are smaller than full-growns and quicker. You will find them in "inland" waters mostly.

Harpies


are the classic monsters of lore and look like Winged Twilights but are bigger (8 feet tall), super fast, fly waaaay up in the air and use magic as an attack! There are two types - The Brown Harpy and The Black Harpy.

Shades


are ghostly apparitions that only appear at night (and after nightmares). There are many types and they carry an assortment of personalized weapons unique to them. Some will use black magic against you. They vary from the Lesser Shade and stealthy "Shade Hunters" to the powerful "Shade Lords" that carry the deadly weapon - "Shade's Scythe"! They move in and out through dimensions but cannot survive out during the day.

Black Shadows


are strong Thief-type undead and haunt tombs. They creep about silently, generate an aura of darkness, and themselves are near-pitch black. They carry their own Black Shadow Swords.

Trolls



Trolls of Tamriel come in two very different varieties. Mountain Trolls and the even more dangerous Cave Trolls.
Mountain Trolls are ape-like woodland dwelers, with primitive intelligence that attack any creature not of their own kind. Mountain Trolls will do weak to moderate damage and are considered to be more of a nuisance than a real threat. This is because they will wear out your weapons and your fatigue (and patience) just trying to put one down since their bones and hide are so thick! Armor and shields are often made from Troll bones. "Jamison" Trolls are Mountain Trolls which like to wear armor!
Cave Trolls (from previous ElderScrolls games) are the other variety. These creatures with great strength and stamina live in caves mostly. Cave Trolls do venture outside in more desolate areas. A Cave Troll's dead body can ressurect after the Troll is killed! It is then best to "burn" the ressurected corpse as soon as possible!

Spriggans



(like in Daggerfall) are creatures that appear to have been created by the land (Nirn) itself. They are made of plant and mineral and live mainly in forests throughout tamriel. Little is known of their culture. There are three known types - the Earth Spriggan, Spriggan Famine and the Night Spriggan. Each seem to represent the various states of the land - vernal good-yeilding time, harsh drought time and the dark world of the Nocturnal. Earth Spriggans (Bloodmoon version)* are not aggressive and just need their space. They WILL cause harm to anyone annoying them or attacking them. So why attack a Spriggan? (All types are etremely powerful.) Well... they are a treasure trove of alchemical ingredients (some very rare). The Spriggan Famine is an indiscriminatly violent killer but thank goodness it is not common. The Night Spriggan is aggressive, supernatural in nature but nocturnal and cannot survive during the day.
Earth and Famine spriggans must be killed thrice (such is Tamriel lore).

Night Sprites


Nocturnal, aggressive, thorny, dark creatures with glowing red eyes! They come in tiny youngling sizes and full-size adults. They hop on two legs and resemble large crickets. The Winged Night Sprites fly and resemble bats in the night sky. In Solstheim, Frost Sprites* are the kind that inhabit that region. Frost Sprites have a blueish color and slightly diferent shape that is better suited to the cold environment but is still nocturnal.

Nymphs


(like in Daggerfall) are timid, humanlike creatures related to fairies and are often scared of humans. They are not very strong but are immune to almost everything - except weapons. In desperate conditions, they can throw a weak fireball at their opponent. Often the best defense of a nymph is it's looks. The creatures resemble beautiful nude women. They are extremely quick and nimble and will give anyone quite a chase. They are sought out by lonely travelers not only for their beautiful bodies... they carry enchanted rings of all sorts (no pockets, he he). But they will not just give it up to you (the ring that is). These lovelies really know how to play hard-to-get. ;-P (warning: full female nudity used)

Wild Vampires


are the kind of Vampires that have moved out into the open wilderness. They hunt only at night since the day time can kill them. They will attack human explorers mercilessly for their blood and they also spread the dread disease "Vampirism". If you are already a vampire, Wild Vampires can still pose a threat to you because they belong to opposing clans. So if you do not belong to their clan they will still attack you. Wild vampires live by region according to where their hideouts are located. So, you will not find "Berne clan" Wild Vampires (for instance) in the north because their lairs are not located in that region.

Vampire Ancients


(like in Daggerfall) are the older Vampires that have survived centuries. They are MUCH more powerful than all other Vampires. They walk the land outdoors at night and indoors. They spread Vampirism and belong to the clans. They carry their own swords and usually wear a cloak as a display of their status to other Vampires. They are arrogant and do not like to be talked-to by the lesser vampires. The Ancient Vampire Lords are the oldest and most powerful of all! They are male and they carry their own costome built Vampire Weapons. These wear a full set of "Shadow Lord Armor" and fancy themselves too good to wander outdoors. Since they are the Alpha Vampires they have all their needs met by lesser vampires. Thus, they remain in the relative safety of interiors.

Sea Devils


are an enormous variety of Slaughterfish as big as a Great White Shark and just as deadly!! They can sometimes be seen swimming with their dorsal fins out of the water (like sharks). They move about half as fast as their smaller cousins... which is still pretty fast!! They are one of the deadliest things in the Vvardenfell seas.

Golems


(except for the Automaton Golem) are made of the raw elements of nature like Atronachs. They come in four varieties Earth, Glass (glows in the dark), Ebony and the mysterious Automaton which is a "mecha" more akin to the Dwemer Steam Centurion. Their attack damage is far worse than the Atronachs; think of them as super-Atronachs. The Golem Colossus** is so huge and powerful its more like a Titan than a golem. The Automaton Golem is of-unknown-origin. It was never seen in Morrowind or anywhere else in Tamriel until recently. Now Automatons are terrorizing the Ashlands and Molag Amur regions. These mechanized terrors are rumored to have fallen from the sky in a "fantastic sky chariot" steered by a god-like race that lives beyond the clouds......

Gorgo


dinosaur-like, armor-plated, bipedal walking reptiles the size of a T-Rex! They spit poison FAR and like to suck your very "essence" first before they kill you to make themselves stronger. They will quickly drain you of fatigue with their paralyzing claws and sucking fangs! Poison does not seem to harm THEM much.
Good luck!

Imps


(like in Daggerfall) are small bat-winged lesser Daedra. Common Imps are green, have an elfin face, the body of a bat and the skin of a lizard. They will use magic against their adversaries. They are fast, violent and relentless. Elder Imps are more rare, larger, more stocky and much more powerful. These seem to have been summoned by wizards from Oblivion and don't actualy live on Tamriel like the common Imps.
The Ice Imp** is the cousin of the Elder Imp that lives only on frozen island of Solsthiem but it is sometimes "summoned" by the Elder Imps. Elder Imps themselves can be summoned as familiars but one must read the lore on them to find out how.

Dragonlings


like in Daggerfall. These are small Imp-like dragons that are common in Tamriel. They have the trademark pink scaly skin and are about as dangerous as a common Imp.

Seducers


are leather-clad Daedra vixens like the ones in Daggerfall. As beautiful to look at as they are deadly! They will quickly make shredded meat out of you with their expert melee attacks. They come in many different varieties. Look out for the ones with "red eyes" they're the worst! To escape defeat they have the abilty to transform into a lesser daedra! You will find Seducers where you find other Daedra.

Giant Spiders


What more can I say...like in Daggerfall! :p
They vary in sizes from the smaller & nocturnal "Tarantula" to the enormous day-crawling "Giant Spiders". Watch out for their paralyzing venoms.

Reiklers*


New larger ice minions will attack you on Solstheim!
Reiklers look like Reiklings but are larger, carry Reikling Lances, are stronger and wear a spiked metal helmet!

Reaver Kingpins*


Not monsters per se but they act like them. Now you get to see the "bosses" of the Reavers on Solstheim. They wear completely unique full sets of "white-wolf" or "white-bear" ARMOR!

Shalk stalkers


are a stealthy variety of Shalk. They are virtually invisible, silent and fast. You wont know which way they're coming from - until its too late!

Face of the Forest


These are strong forest-dwelling spirits that haunt the denser forests in Tamriel, paricualarly Solstheim, but they've also been spotted in The West Gash and Grazelands. They resemble large floating wooden faces with large glowing red eyes and are seen only at night. There is usually an strange echoing "howl" that precedes them.

Frost Elementals*


These frozen hulking sprites live only on frozen areas like Solstheim. They make a strong advesary as they float and attack by physical and magical means.

Nightmares

They will wake you in terror from your sleep and disappear just as soon as they came.....they are not real... are they?

*Creature is only available with Bloodmoon installed.
**Creature is only available with either Tribunal or Bloodmoon istalled.
***Creature is only available with Tribunal installed.

Credits and references
(person's indirectly responsible for content, their mods and what it helped to contribute)

Important Info

Cleaning your save game from an previous version of GIANTS. ESP

These monsters are tough so you will not see "most" of them until you reach level 10.
You must be at least at level 40 to be able to see all the types mentioned.
If you just started playing Morrowind and really want to see a Giant right away, just go to the entrance of Ghost Gate there is one that lives around there for all level players.
But be warned if you are below level 10 (or even above level 10) - run like hell!!
He may not let you get through to Ghost Gate but if you are below level 10 you really have no business being in there anyway. ;-P

Compatabily
(Bloodmoon-style Leveling)

Legal

I GIVE ABSOLUTE CREDITS AND RIGHTS FOR SOME OF THE CREATURE MODELS TO Infogrames, Inc and Eidos Interactive. THE MODELS ARE THEIR PROPERTY AND WERE MERELY CONVERTED FOR USE IN MORROWIND. THE NIF MODEL FORMAT IS SECURE AND THE ORIGINAL MODELS MAY NOT BE EXTRACTED. I DO NOT PROFIT FROM THE USE OF THE MODELS OR THE MAKING OF THIS MOD. THIS IS A NON-COMMERCIAL PROJECT. PLEASE SUPPORT INFOGRAMES & EIDOS INTERACTIVE.

Version Updates

Bugs/issues

Some creatures occasionally lose their innate abilities like transparency and glow but not often. Titan Skeleton corpses cannot be looted (a glitch with the skeleton models) that's the main reason the treasure appears magically.
Regular Morrowind version only:
DO NOT sneak up and back-stab an Npc-creature in the cities near a guard, you will be charged with the crime. Let it notice you first before you attack it (this only applies in cities around guards). Sometimes if you resist arrest and later the guard kills the Npc-creature, you will get charged with the murder (but who resists arrest anyway).
Tribunal & Bloodmoon versions only:
If you attack some Npc-creatures around guards you may get a messege "Your crime has been reported" but you will not be charged with any crime and you will not get arrested.
Before you email me with any bug reports please get technical support at Puma Tech Support


Thanks to the MW mod community and everyone involved (directly or otherwise) in this project.

Puma Man