People fear them, but most of all, they feel sorry for them.
They are the spirits of young women who died violent deaths right before their weddings. Driven mad with pain and anger, they wander the fields searching for their unfaithful lovers or backstabbing murderers.
This will automatically create a link where the users of your mod will be able to see the credit section in this page showing the authors that worked in the assets you are using; -In respect to the immersion of the players, what is my main modding philosophy alongisde the ideal of make all my assets open source, you are not allowed to change drastically the lore official or created by me in an immersive way in The Elder Scrolls universe for the assets you are using. This means that you are not allowed to create completely different lores for a creature i released, changing its nature, species name, attacks, animations, basic loot, spiritual alignment, and specially origin.
This is not only a rule, but an adivising of good sense to you, since users do not like to have in their gameplays mods that cause immersion conflicts between themselves. Obviously you can give an unique name to a creature of mine, and a special unique origin to it, but still respecting the origin and concept of the species, for example.
You are not allowed to pick my Wampa assets and call him Weregoat for example, or Abominable Snowman, but you can use them in your mod lore as, for example, the beast of Coldwind Catacombs, that would be the name the people in the region gave to the beast, but it's still a Wampa. This makes my mods and your mods compatible in immersion to the users of this site; - I give permission for users to modify my file, including releasing bug fixes or improving on the features my file adds to the game, and to upload it as a separate file.
A careful balance
But if it's just that, and not an authoral mod of yours, please put this original mod as requirement of yours. This includes simple.
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My mods are allways Nexus exclusive and will never be seen outside Nexus in a legal way. I don't own a Xbox-One, so i can't do the ports myself, and I don't have, at least for now, an "official porter". I just ask the "porters" to maintain the mods actualized, allways make a very clear statement that Mihail is not involved in the port and not support the file to Xbox, and that you are responsible for maintain the mod actualized and for the bug fixing of issues caused by the port.
Just give a link to the original mod; - Ports of my mods made for Legendary Edition to Special Edition by other users are no more allowed, because i've saw they are having lots of bugs, bad conversions, conflicts, and other things that i can't give proper support since i'm not the author of that ports.
The same is applied for merges there. I respect the good intentions of the users who made them, but allways wait for me to make the official ports. No matter if this takes time or not, I'm the author, so, i'm precisely who knows if they must be or not ported to there already, of if they need to receive updates or fixes first.
As I've said before, as the author of them, i have good reasons to don't release packs yet. And if you are worried about. There are plenty of tutorials for that on the internet, i do it myself all the time, there is nothing hard on that. Don't use the Merge Plugins program, use the Merge Plugins script for the program TESEdit, that i allways use and can confirm that works fine and without bugs. And if you'are searching for a translation of a mod of mine to your language, check first if the version of it is actualized, and the same version of my original mod.
Author: Mihail- re-modelling of the original models, parts of the models of the newest variants, some textures and re-textures, effects, loot, spells, sounds, animations, game implementation Some assets used on this mod belong too: CD PROJEKT RED - original models and textures.
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A history of monsters
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10 Animals That Look Like Monsters
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Monsters and Animals by J.F. Gonzalez
December 16, December 1, November 25, September 23, Call for papers : Apprehending zoological categories in past societies: sources, methods and uses March, Medieval animal Data-network Blog. Recent Posts Recent Comments Tags. Call for Papers Call for papers : Apprehending zoological categories in past societies: sources, methods and uses March, 14 Sep, Animals in the hood: the long history of cohabitation Valenciennes May Quiro news says:.
Medieval animal data-network. M edieval A nimal D ata-networks MAD is conceived as a way to bring together scholars interested in addressing the manifold ways humans have related to and depended on animals for physical and spiritual existence in Medieval Europe. The aim of the blog is to stimulate academic conversations and debates between scholars and students concerned with all aspects of the animal-human relationship in the Middle Ages and Early Modern Age.
The blog covers multi-disciplinary information ranging from texts to image to material culture and bio archaeology.