Beasts of Vvardenfell - Release Announcement

Post » Wed May 02, 2012 9:17 am

Adventurers beware! If you go down to the woods today you’re in for a big surprise! Creatures that are new have spawned about everywhere. In tombs and in caves. In the skies and on the ground. Is nowhere safe in Vvardenfell these days?

This mod adds….

- 77 new creatures
- 20 ingredients for the creatures
- 88 new spells for the creatures

This mod adds variety to all the creatures of Morrowind by placing more beasts in the spawn locations. It is gradual. Most things stay standard until about level five and progress up until level 30 where the big creatures will emerge. Almost every location has a chance to spawn something new. Some will appear only in appropriate locations, like tombs or dungeons and I’ve made it so in exteriors the creatures are mostly regional, with nicer creatures in the south and darker, more evil creatures to the north. Ghostgate and beyond is where the nastiest stuff is likely to be found.

These creatures are dangerous, so you will want to be alert and ready to run away if things get too heated. Carry some potions.

Download - http://crankgorilla.tumblr.com/

Technical

- Credits folder contains all resources used. (Any missing let me know)
- This mod is an overhaul of my earlier mod More Creatures. This has most of what that had but is better. If you run that, I'd suggest removing it and replacing it with this mod. (I don't think they are compatable)
- All creatures added have the prefix of xxmc_ this allows you to identify them from other creature mods, just press ~ to open the console and click on the creature to check it's ID.
- I run this alongside many other creature mods. You will need a level list merger. I recommend Wyre Mash. Consult the forums about mergers, or you can ask me directly for more info.
- A new game is not required to run this, just plug it in and away you go. To remove it, just take it out and reload your game. Click through the items missing messages then save. All good. (recompile leveled lists too)
- As long as this project is at version 1.0, there may be more work to do. I release this now as it's the version I am using in game and any feedback or questions welcome.
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Nims
 
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Post » Wed May 02, 2012 1:31 pm

sounds interesting!

But before I download - is there a list of the new creatures? Screenshots? any more info on ingrediants added?
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Tai Scott
 
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Post » Wed May 02, 2012 9:03 pm

Yep. Gonna need a better description of the mod before I DL. Are you using different meshes/textures from vanilla? Is it lore-friendly? Creature list, or even a few examples? Screenshots? Also, I recommend putting it on TESNexus. Would say PES, but it's goin' down.
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Danielle Brown
 
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Post » Wed May 02, 2012 9:32 pm

From the included credits in the mod, this appears to be a compilation of:


Antares - Cecaelia, Beholder, Green Slime
Dahrk Creatures I
Diablo Zombies
Dwarven Creatures
DX_Creatures Additions
Fiends
Flesh Atronarch
Goblin
Hounds
Live Fabricants
New Dwarven Spectres
Ospever
Phaedrus Giant Spider
Sload
Psy Alpha Glow Horse
SM Creatures and SM Creatures 2
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Antonio Gigliotta
 
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Post » Wed May 02, 2012 4:46 pm

Hello. Thanks for your interest so far.

I normally upload to PES but can't access my account at present, there is where I normally provide some screenshots and a forum link. Anyways, I was in a hurry yesterday so i just used this forum and my Tumblr to post the mod. As soon as I get my PES account fixed, I'll post some screenshots and stuff.

I'll do a new readme and description tonight if I get time. Post it tomorrow.

As a side thought, I do have the files posted at PES, this is an update to "More Creatures", a previous experiment in leveling new creatures. You can take a look there for some idea as to whats in store.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=222033&id=8915

Like eanderandrew mentions above, there are the creatures from those resource packs, added and tinkered with. There are spells grafted to many of them. Things like storm racers shoot powerful lightning. Fire creatures have fire spells. There is poisonous fish in a new slaughterfish. There are goblin Prospectors that have a small chance of carrying ores such as glass or ebony, even a Goblin Gold Prospector who drops nuggets of gold! In addition these prospectors throw a "smoke grenade" that will blind you temporarily while they try to make a sneaky escape.There are new atronachs with varios bonuses and weaknesses. Some have shield spells and various tweaks in an effort to add depth.

I might actually make a start on a stat sheet. See how I go. See how much enthusiasm springs up.

I almost forgot to mention ingredients! Things like netch gaul bladders have been added. Cliff racer may carry eggs. A very small rare item drop. I forget exactly, I'll have to look it up for more info. But there are many more creature associated items. This mod was made to blend with my Enhanced Economics so there are no doubles of items. This mod is for creatures and Enhanced Economics does all the items for non creature associated.

Anyways, I gotta go. Excuse any typos as I'm just writing this on the fly. I'll get a more thorough description written by the time I release it on PES.
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Tanika O'Connell
 
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Post » Wed May 02, 2012 10:49 am

Tomorrow after work I'll take a closer look, But:

It's clean
No issues when I loaded it

From looking in NIFSkope:
The sword nifs could use some extra detail, and higher res/more detailed textures
Fishes could use higher res textures, not big deal
Mortar/Pestle could use higher res textures, not big deal
Crystal eggs could use higher res textures, although what it REALLY needs is transparency, and I really have no idea how to do that
Some of the Gold/Ingredients could use higher res textures (although they are small in game, so probably won't be noticed)
In my opinion, the rabbit needs majorly changed textures, right now it looks like candy

So, although, since it isn't lore-friendly, it isn't my cup of tea, from a quick look, it looks like a pretty good job. I haven't tested it yet, but when I do, I'll edit this post with more in depth advice/praise.

Edit: Stat sheet/item&creature list would be good, and would make people more willing to use it.
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Budgie
 
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Post » Wed May 02, 2012 11:47 am

Flesh Atronarchs are also in the Creatures XI release. Would you consider a release without them so these two mods could be better used side-by-side?
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noa zarfati
 
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Post » Wed May 02, 2012 11:02 am

Been a while since I got some time to review. Hello all.

- Gaddgadd mentioned the lore issue. Probably not the most lore correct mod ever. But I wanted more creatures so I added more creatures. Make of that what you will. The textures of various items are not my forte. They are resources and if you'd like to chase them up and alter them yourself you should be able to chase up the original mods with the readme provided in the credits folder. I agree that some resources could do with an upgrade. But I'm happy with the current functionality. I'll try to find some time to rig a stat sheet, like you mentioned. I've been a little busy recently and released this version because I'll be strapped for time and wont have time to work more on this mod anytime soon. But intend to later this year.

Eanderandrew mentioned the Flesh Atronarchs - The stats and spells in Beasts of Vvardenfell are tweaked to a high standard. They will be different to Creatures XI Atronachs. Compare the two and remove one from either mod if you choose. Simply open the mod in the CS and find the creature and hit delete. Save the mod. Editing a mod for personal use is very useful to making a good Morrowind setup. If you need assistance, the forums are very helpful.

Thanks guys for the feedback. I'll check back later. Glad things seem to be running smoothly.

I now have it uploaded properly to PES - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8915
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Raymond J. Ramirez
 
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Post » Wed May 02, 2012 9:36 am

Any creature mod that adds any creature not taken directly from another Elder Scrolls game isn't entire lore friendly. Creature mods have varying degrees of being lore friendly. None are perfect in this regard.

I'm already a fan of PirateLord's Creatures mod, and will likely defer to his Flesh Atronarch. I'll just delete that one creature from yours and then give this a go in my next play-through.
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Jerry Cox
 
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