The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

6,227 ratings
Here There Be Monsters
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
436.275 MB
Jul 10, 2012 @ 6:22am
Jun 28, 2017 @ 4:37am
131 Change Notes ( view )

Subscribe to download
Here There Be Monsters

Subscribed
Unsubscribe
In 1 collection by Araanim
Here There Be Monsters Ultimate Experience
21 items
Description


"Monsters are tragic beings.  They are born too tall, too strong, too heavy.  They are not evil by choice.  That is their tragedy."
--Ishiro Honda


The Sea of Ghosts, they call it.  An emptiness of ice and fog, lifeless and haunted.  But the icy depths hide horrors even the Dragonborn has never faced.  Legends tell of the beasts that dwell in the deep.  Creatures that have slept for centuries beneath the ice.  Monsters of such immensity, that even the dragons fear them.  And now, like the dragons, the monsters have awoken...
_______________________________________________________________

>NOW FULLY VOICED<
Got some love on Gamespot's "Top 5 Skyrim Mods of the Week."  Thanks, everyone!

*Also available on Nexus.*

About

This mod adds nine massive boss monsters that prowl the Ghost sea.  They are based off of various world myths regarding sea monsters.  There are also three ship captains and an expert monster hunter for hire.  Asking around the coastal cities will lead you on a quest that will pit you against the terrors of the deep.  Keep an ear out around the docks and go from there.
Get set for an epic hunt!

*Spoilers ahead, if you want to be surprised...*
I realize that starting the quest isn't overly straightforward, so if you're having trouble, here:
The quest triggers the first time you walk into one of the coastal taverns.  You will get a message box informing you that you hear some sailors talking about monsters.  After that, talk to a tattered survivor down on the docks.  There are three survivors, one each on the docks in Dawnstar, Solitude, and Windhelm.  They will tell you a story and the quest will begin, telling you to talk to sea captains.  The sea captains are in the taverns.  Only the sea captain in Dawnstar, Captain Gamli, will advance the quest at first.  He will send you to kill Jormungandr, then you return to him and he will send you to Ghoragdag.  Ghoragdag will send you to kill the Leviathan.  Then she sends you to Guomundr, who sends you to kill Iku-Turso.  It is there that you will meet The Hunter camped out on the same island as the Serpent Stone, which begins a second, separate quest (Or you can also talk to him on his ship in Dawnstar after killing Iku-Turso).  From there The Hunter will follow you and is always the quest giver.  I wouldn't recommend killing the monsters out of order, unless you just don't want to deal with the quest at all.  All four main characters can be followers.
*End Spoilers*

Features

-An epic, fully-voiced quest to rid the sea of giant monsters.
-9 monsters, each with a unique lair.
-3 ship captains for hire.
-1 expert monster hunter for hire.
-Unique spells that let you summon monster spawn.
-A monster hunter's ship that can be used as a player home.
-The Eye of Óðinn, an enchanted eyepatch with a constant detect life enchantment.
-Custom armor and weapons that can be forged from the remains of the monsters you kill.

Bugs[/center]

-Giant monsters tend to glitch a bit.  I've tried to optimize their size and environment to help this, but a little weirdness is inevitable with creatures this size.
-The Curruid sometime causes massive FPS drop; I'm not sure why.  Something in the way Chaurus are animated, I believe.
-Jormungandr is still about 70 feet in the air, so he's a bit hard to fight.  I made it so he can swim, so sometimes he will sink into the water where you can get at him a little more easily.  This is just the nature of the Ice Wraith.
-Leviathan has a tendency to get stuck down deep and not chase the player.  You have to coax him to the surface to get a shot at him.  My favorite strategy is to locate him in the water beneath you and Fus! him to the surface so you can fight him.
-The area where Jormungandr originally was (due north of Icewater Jetty) has become corrupt because I messed up the Navmeshes. Jormungandr has been moved to a new area north of Ophan's Tear, and there is no reason to go to the corrupted area. I'm looking into fixing the meshes, but it's an involved process that I haven't had time for yet. Sorry if this causes problems.
-There is an item called the Chaos Shield that can sometimes cause a CTD.  It uses the lightning effect from a Storm Atronach, and for some reason the game doesn't like that.

Quest Stage Fixes

If you kill a monster out of order, is *should* simply update the quest to that point in the quest, but things might get messed up, so here are the quest IDs in case you need to use some console trickery: 
HTBM01 - "Here There Be Monsters"
HTBM02 - "Hunter of Monsters"
Just use getstage [quest id] to get your current quest and setstage [quest id] XXX to set it to the next stage (Just keep adding five until it completes what you need it to.) 
Alternatively, if you killed a monster before you were supposed to, just use the "resurrect" command in the console and kill him again, that should trigger it. 
I'll keep working on contingencies to keep these problems from happening but this should help if you get stuck. Or you can always just reload and do it again.

Credits

Thanks to Lifestorock & Vicn for the models of the Leviathan & Sharks, respectively.

Thanks to Muppetpuppet for letting me use the siligonder body for the Curruid.

Thanks to SpikeDragonLord for his simple (yet crucial) shark tooth model.

Thanks to I'ma Wape Mods for letting me use his excellent Aquaman trident.



The Here There Be Monsters Saga

Here There Be Monsters
http://steamcommunity.com/sharedfiles/filedetails/?id=81166964

Here There Be Monsters - Sign of Cipactli
http://steamcommunity.com/sharedfiles/filedetails/?id=1244599750

Here There Be Monsters - Call of Cthulhu
http://steamcommunity.com/sharedfiles/filedetails/?id=129305566
< >
1,863 Comments
OverKill{Alpha] Jan 12 @ 6:22am 
ı have a bug that after ı talked with tetered survivals ı get here ther be monster quest and ı need to talk to a sailor when ı get in to a tavern ı found the captain when ı want to talk with him he just says you wont belive me ect. and than doesnt say anything and just repeats this sentence when ı keep try to talk with him other 2 sailor is the same with difrent sentences pleas help ...
Araanim  [author] Jan 9 @ 9:14am 
@THENARDITE So there is a script that is supposed to run when you enter the tavern, and it starts the quest and sets up a couple things. I have no idea why that would cause a full crash. Does it crash to desktop or does it just hang up and never recover? My only thought would be you're missing the scripts from the BSA file, but in that case it should just never start the quest, it shouldn't crash. Delete the .esp and .bsa files from your skyrim folder then re-download from steam and see it that fixes it.
THENARDITE Jan 8 @ 11:29pm 
So there's the thing: every time when I try to enter any tavern (of 3 stated in mod), the game crashes. I've done hell of a work trying to figure out if it's a conflict w/ any other of my 100 mods BUT even when everythng was disabled, it still crashes. What is it?
Shadowtwin the cossack Dec 24, 2017 @ 8:40am 
the sailors arent talking to me :(
Araanim  [author] Dec 20, 2017 @ 2:44pm 
@Kratos Good to hear!

See, the larger issue is I know some people don't want to treat this as a "quest", they just want to have wild monsters that they can hunt. Also I liked the idea that these monster are already out there and you can potentially stumble upon them and be scared sh**less. In order to do that, there's always the potential that you could kill them too early. I need to add a check in the actual dialogue that will just let you say "Hey, I already killed this monster" and then just let it skip to the next stage, but I just haven't gotten to that yet.
Kratos Dec 20, 2017 @ 12:40pm 
@Araanim it worked! :D thanks.

the exact circumstances were these (in case they matter in trying to reproduce this procedure):
i started the quest killed the first boss, then mr crabs on the way back (because i happened to come across his island), then i proceeded in the quest up to the point where the crab-survivor just in front of his island told me "yo, kill that crab". here the quest/game didnt recognise the crab as omae wa mo shindeiru and thats when i wrote my last comment. im gonna continue now :3
olijmobile Dec 20, 2017 @ 8:43am 
im not sure how to get started, when i talk to the people on the boat there's no dialogue. not sure if this is a glitch or if i am stupid (its more likely the latter)
Araanim  [author] Dec 20, 2017 @ 6:20am 
@Kratos I *think* it should have just started the quest at that point in the quest, but it might not work if the quest didn't start to begin with. Talk to the hunter and get to the point where you're *supposed* to kill Karkinos. Then, open the console and type "help Karkinos". That will give you the ID of Karkinos. Then type "player.placeatme ID#" and that should spawn a new Karkinos beside you. You'll have to fight him again (or select him in the console and just type "kill"). That SHOULD get you back on track. The other option is to just uninstall the mod and reinstall and try again. Let me know if that works!
Zucca Xerfantes Dec 20, 2017 @ 2:11am 
So here's this giant enemy crab...
Kratos Dec 19, 2017 @ 2:36pm 
Hey, i found the mod working so far and really enjoyed it until i killed the crab before i should have questwise. It's a bummer for me, since im not good with commands (ive read the description, but i guess it didnt work). Resurrecting mr crabs is not possible since his body vanished. Any idea which specific command could help me? :3