a cliffracer mod

Post » Wed Jul 20, 2011 4:31 pm

okey so this is an idea that I have been messing around with, many people have been released mods that either passify,replace on in some cases completly removed them my idea is simple al bit horribly tedious on my part

the excessive spawn rate of cliffe racers are was an accident, my idea would be to simply edit the level lists and replace them with other creatures the question is, what should I replace them with and how do I make the edited level lists compatible with other creature mods that add to the level list.

as a side note I am aware this had been done to death and I frankly dont care, I just want to make a fix on something that after how many years never was (well to my knowlege) and learn about level lists in the process

feed back and ideas would be appreciated this is my first acutal mod I am working on (actually my second my first one simply increased the levals of all guards and adjusted their health )
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Rozlyn Robinson
 
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Post » Wed Jul 20, 2011 9:39 pm

Interesting tactic, considering how most anyone who mods Cliff Racers nukes them. :P

The inherent problem with replacing Cliff Racers with other creatures is that Racers most often spawn at high elevations, such as above mountains and hills, or even over water. Most anything you stick in the Racer's leveled list would/will likely end up sliding down the side of a mountain/hill and get stuck somewhere, and quite often. And who wants to see a Flame Atronach walking around on the sea floor? :P

Best way to solve this problem, as far as I'm concerned: Relocate the spawn points that would cause problems, in addition to taking care with what you put in the leveled lists.

And don't forget to set the PC Level very low, so the player isn't encountering nothing but Cliffies until they level up a bit. Or you can crank the Chances None up to around 70. That'd probably work fine too.
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JD bernal
 
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Post » Wed Jul 20, 2011 11:01 pm

Try one of this http://search.yacoby.net/search?general=expanded+cliff+racers&game=3&act=Search&page=1 and http://mw.modhistory.com/ is another great archive with http://mw.modhistory.com/download-26-2629 too. :tes:
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Catharine Krupinski
 
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Post » Wed Jul 20, 2011 5:22 pm

Try one of this http://search.yacoby.net/search?general=expanded+cliff+racers&game=3&act=Search&page=1


:facepalm: @ the fourth one down.
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Chris Johnston
 
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Post » Thu Jul 21, 2011 2:42 am

I must be the only person that isn't annoyed by cliff racers.

I'm not so sure it's an accident either. They seem like they should be aggressive and populous predators, and I think it fits the environment. Of course, every predator in Morrowind is aggressive and populous, but that is beside the point.
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Tanya Parra
 
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Post » Thu Jul 21, 2011 4:53 am

they annoyed the heck out of me at first. with that screech followed by being hit at the back of the head. now i look at them as target practice and try to hit them as far out as i can see them. maybe one of these days i'll make a mod that is opposite all of the extinction ones and make them a complete and total plague. just for fun :chaos:
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sophie
 
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Post » Wed Jul 20, 2011 3:32 pm

I know all the mods I personally use where are all the birds going and creature x by pirate hunter, I just want to do an actual ingame fix (yes the term can be loosly applied to almost anything but this does qaulify as one)

I remember when I played morrowind for the xbox, I nearly dreaded going into the molag mar region because of the insane amount of cliffracers that spawned everywhere, also bethesda admitted that the sheer amount of cliffracers were a mistake (quoted from uesp)

the only problem is compatibility since there are so many other creature mods that change level lists but hey lets see how it goes.
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lacy lake
 
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Post » Wed Jul 20, 2011 5:52 pm

if you are any good at working in the cs and such. you could just take the seagull out of ??seagulls in morrowind?? rename to match the name of the cliffracer mesh. and then change the cliffracer characteristics in the cs to be nonhostile. then you would have seagulls everywhere. but no attacks. since Vvardenfel is an island that would not stretch the thing too much. anyways, it is an idea.
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Dalton Greynolds
 
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Post » Wed Jul 20, 2011 7:20 pm

this works however I wanted to provide a sort of fix for a constant problem, not a replacer I originally was going to replace them with other creatures but instead I think I am just going to delete the unnessary ones (ie go from four to two) ana maybe and new spawn point as a sort of compromise,

in anycase I am starting to work on it will probably take a while to see what happens.

also I am only requiring morrowinf for this as it really only needs that and nothing else
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Captian Caveman
 
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Post » Wed Jul 20, 2011 10:59 pm

This is pretty similar to an idea I had, which was to take those mods that add birds to the game and remove all the extra spawn points they add (which make those mods undesirable anyway), and instead put them in the same levelled lists as cliff racers. I ended up deciding that I don't have the time or energy to do something like that right now, but if anyone else wants to try their hand at it, this would solve the OP's problem nicely.
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gemma
 
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Post » Thu Jul 21, 2011 4:00 am

hmm true, I think I may just end up deleting the unessary lvl one spawns, increasing the lvls that the cliffracers begin to spawn to level three(a cliffracer can easily kill a level one or two charecter very annoying especially when you just created him) an reducing the spawns listed, I may actually take into consideration the use of birds may help an also make new level lists. oh so many possible ways of doing this
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Marta Wolko
 
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