Creatures X (also - I'm Back!)

Post » Mon May 07, 2012 6:38 am

The other bug(s) from the last Creatures X thread was that the TGA icons for the 6th House weapons were not showing up in game. However they do look allright in Picture Viewer & the path is OK as overwriting the respective icons in the plx_crt folder gives in-game icons.
Also +1 for toned down bug spawns in Balmora
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Darian Ennels
 
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Post » Mon May 07, 2012 7:38 am

Speaking of bug/rat spawns, it seems to me as though the guards in Ald-Ruhn are constantly fighting the bugs/rats. Probably a bug that needs fixing.
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Anna Krzyzanowska
 
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Post » Mon May 07, 2012 8:09 am

Okay, time to compile a to-do list.

To fix:
Dwemer Bolts bug (I think i've already done it on my copy, just not released)
Lumi-Spider bug (also think I've fixed this, just not released)
Review wasp swarms/spawns

To adjust:
Bug/rats spawns in towns - I'll reduce the number of spawn points by 50%, I like the effect

New creatures:
Living Fabricants - These will be powerful rare predators in the wilds. Some will be roaming around, others will be feasting on corpses of beasts or adventures (depending on animations). These will be added to some existing levelled lists that contain their prey, and also a couple of new spawn points.
Ents - I remember making various style Ents with Nifskope manipulation, but can't remember where I got to. Time to "dust off" the shelves.

Comments:
Sload I will not include. I remember a lot of debate about them, and my conclusion is that they are best suited for a seperate Sload themed mod (not that I'll be doing it...)

Not too sure about the other resources linked earlier, while they look great, they don't fit my theme/feel for Vvardenfell.


Hmm, not much new content to be worthing of an XI release, but I'll see what else I can dig up.
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Alba Casas
 
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Post » Mon May 07, 2012 9:33 am

Sounds good. What about the guards in Ald-Ruhn?

Really interested in seeing these "Ents". It would be really badass if they spawned looking like regular trees, though obviously they wouldn't be compatible with every tree replacer if they did, so maybe not such a good idea.
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louise tagg
 
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Post » Mon May 07, 2012 6:54 am

As far as I remember, from years back, there was an ent model based on one of the atronachs. I then took this model, and made versions per region that used default textures (so texture replacers worked on them automatically), and then using nifskope took parts of existing flora to add to these creatures, such as flowers around the "feet" for the Ascadian region, and mushrooms and hanging moss for the swamps. I think I planned an ashland version too. We shall see.


Okay, looked on PES, some new things that caught my eye:

Banshee from Arcimaestro Antares Undead: arise from death mod
Vissed Reptile by Midgetalien
Giant Dwemer Sentinel by DoubleBrewski (with some retextures to make the pieces more golden will finish them off)
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Johanna Van Drunick
 
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Post » Mon May 07, 2012 7:36 am

About the Krinn and Krinn herd spawns. After going up and down the bitter coast and west gash regions during regular gameplay, the krinn started being all over the place to the point that it felt like they were taking over. I figure this was a result of two things: the amount of levelled lists they were in and the fact that, since they are non hostile, one isn't inclined to kill every one that is seen or passed by, so that over time, those that aren't killed stick around. Anyway, I cut them from about half the levelled lists and they still show up plenty, just not as overwhelming. Something to consider I guess.
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lucy chadwick
 
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Post » Mon May 07, 2012 4:40 am

Ok, I'll double check on those six mad Krinn, get some birth control in there....
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Marion Geneste
 
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Post » Mon May 07, 2012 3:30 am

Welcome back, PirateLord :wavey:
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Tyler F
 
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Post » Mon May 07, 2012 11:09 am

It's good to see you back! Here are some interesting creatures mods/resources:

Captain Zaltan's Tree Ent: http://mw.modhistory.com/download-55-5620
Captain Zaltan's Replicant Thing: http://mw.modhistory.com/download-55-5619
Captain Zaltan's Spider Daedra Male: http://mw.modhistory.com/download-55-5621
Captain Zaltan's Ghoul: http://mw.modhistory.com/download-55-5616
Captain Zaltan's Bone Golem: http://mw.modhistory.com/download-55-5615
Melchior's Dire Flame Atronachs: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7150
Melchior's Atronach Expansion: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7213
Melchior's Dahrk Creatures I: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7377
Wildman's Dragonfly: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8257
Wildman's Skeleton Additions: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=26183&id=6956
Midgetalien's Armor of the Dead: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7785
Midgetalien's Imp Creature Resource: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8408
Midgetalien's Goblin Shaman: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7356
Midgetalien's Creatures I: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6708
Midgetalien's Creatures II: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6726
Fomorian- Monster and Modders Resource by Lucien Fairfax: http://www.tesnexus.com/downloads/file.php?id=22028
Demon Xen's Undead Creature Additions:http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=5536
Demon Xen's Halls of Destiny: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7447
Demon Xen's Creature Additions: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6703
Antares' Little Mods - Advanced Steam Centurion (new model): http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6175
Yar-Yulme's Dwarven creatures: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8185
Yar-Yulme's Bloodmoon Creatures: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8828
Silt Striders Are In Vvardenfell: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2559
Neoptolemus' Minions of House Dagoth: http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6732
NazoX9 Daedr Atronachs: http://www.tesnexus.com/modules/members/index.php?id=1225453
NazoX9 Daedra Additions: http://www.tesnexus.com/modules/members/index.php?id=1225453
NazoX9 Daedra Dremora: http://www.tesnexus.com/modules/members/index.php?id=1225453
NazoX9 Daedra lesser: http://www.tesnexus.com/modules/members/index.php?id=1225453
NazoX9 undead ghosts wraiths: http://www.tesnexus.com/modules/members/index.php?id=1225453
NazoX9 Undead liches: http://www.tesnexus.com/modules/members/index.php?id=1225453
quorn's Unarmored Goblins Resource: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7012
quorn's Ash Ghoul (Poet) Resource: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6977
Caits Squirrels on Vvardenfel: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3377
Kagz Frogz Carryable and light emitting
Kagz Penguins
Sabregirl's Ecology of Morrowind: http://www.sabregirl.com/mods/creature.html
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Dragonz Dancer
 
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Post » Mon May 07, 2012 4:52 pm

Ok, I'll double check on those six mad Krinn, get some birth control in there....
Ha! Either that or quadruple those krinn imperial hunting permits. Krinn fit great into the "weird creature" concept of MW but work better as rare encounter more than common, imho.

Thanks for the consideration. :blush:
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Emma
 
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Post » Mon May 07, 2012 1:40 pm

Hah welcome back PirateLord :foodndrink:
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James Baldwin
 
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Post » Mon May 07, 2012 4:23 pm

Welcome back PirateLord. :wavey:

Here's some more links for creature mods that haven't been mentioned yet.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6577
http://mw.modhistory.com/download-26-1372
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6212
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6616
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Charlie Ramsden
 
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Post » Mon May 07, 2012 6:17 am

A question on the living fabricants.
These are based on the ones that are from Sotha Sil right? If so, I hope they are quite suitably rare one of those things you might come apon mabe a couple times the entire game. I would feel breaking for me if there were fabricants running around a bunch.

I hope you are able to condense alot of the creature mods out there and get permission to do so from those like Antares. It would be great to have all these in one file rather than several.

Yea, I also agree with the krinn, seemed like a bit many of them were appearing.

I believe its the night stalker...the guy who has the hood that shadows his face. That was the creature that really seemed out of place to me and looked a bit odd.

If possible, it would be nice if you can figure out the problem with the wonky things that are supposed to happen if this gets included with a merged objects file.
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James Baldwin
 
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Post » Mon May 07, 2012 9:09 am

And another welcome back! :wave:

There was a "drop in patch" which was on your old BT site (just the ESP): "Fixes the scarabs so they do spawn in swarms. Changes the reflect abilities, reflect 60 is now reflect 30 absorb magicka 30, slightly more mage friendly"

Some things extra to john.moonsugar's patch that I ended up doing (on top of the drop in patch's changes):
(*) Changed "plx_ingred_kriin_hide" to use "plx_crt\Ingred_KriinSkin.nif"
(*) Added "Jer_A_Kynarscale.dds" and "Jer_A_Kynareth_Helmwings.dds", required by "Skeleton War-Wizard"
(*) Sound ID "plx_ScarabWalk2" changed to "plx_crt\ScarabWalk.wav", although doesn't seem to be used.

I also re-added Flaming Skull to levelled lists, as they were in Creatures 6 ('cos I missed 'em)

I think the resource ones were identified when I packaged up the mod with TESFiles. Oh, and http://code.google.com/p/mlox/wiki/Tes3cmd found some dirty references in some CELL records too.

Nice to see you around again.
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Stay-C
 
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Post » Mon May 07, 2012 9:51 am

Found the ents, here's a pic of the 3 types http://piratesretreat.webs.com/Ents.jpg - remember, these use default texture locations, so if you use a replacer, they will also use your textures.
Based on the troll model. Ok, doesn't look like a classic Ent, but this is Vvardenfell :P Best adaptation to a Ent type model I've found.
They will be rare and placed as far as possible away from population centres.


As to the fabricants, I'm going to make a special Predator levelled list. Put them in with a ton of Prey creatures (Nix's, Guars, etc). This list then will be placed into other lists, so chance of a spawn will be low AND/OR I'll look to see where large concentrations of Prey spawn points are, and manually add a new spawn in the area of a predator, with like a 1% chance. Got to think about ecological balance here! :D


Current count then, there's at least 9 new creatures. That feels better for a version update.
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~Sylvia~
 
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Post » Mon May 07, 2012 11:41 am

Ah yes, that one. I think that was Demon Xen. They're looking good PL.
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Lynne Hinton
 
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Post » Mon May 07, 2012 4:28 am

I signed in just to thank you. :)

You have made some great mods, and it's nice to see you around!
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Gavin Roberts
 
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Post » Mon May 07, 2012 1:23 am

I'd like to join in with the others to welcome you back and give you well wishes, PirateLord.

I do have one small gripe about Creatures X: could you cut back on the number of ice worms in Solstheim? When ever I'm there I seem to get attacked by four or five ice worms after about ten steps. It gets frustrating after a while.
Other than that, no complaints from me. :hehe:


:dead:
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Kate Norris
 
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Post » Mon May 07, 2012 2:32 am

Piratelord:

I am very excited about the possibility of a new update for your mod, as one of its longterm users!! I have one request that I was hoping you could implement into your update.

The daedric bats' hitboxes do not reflect how they actually appear on screen. For example, you could be right up in front of a daedric bat, and catch a touch spell to which it is not immune, and it will just "miss." The same applies with weapon hits too. Would it be possible to tweak their hitbox (not sure what it's actually called, but I hope you understand what I mean) so that targeting it can actually result in hits? As it is, the only effective way I've found to kill them is with aoe spells or letting my companion take them out for me.
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Nick Tyler
 
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Post » Mon May 07, 2012 6:10 am

hmm, regarding the ice worms, they are script spawned, and don't use the classic spawn system. I'll see about adjusting that script. There's an invisible marker placed, and the script checks your current distance from that marker every 10 seconds or so. If you are within a certain distance, there's a chance a iceworm will be spawned by you. So, if I've remembered how it works proberly, chaning the time between checks will solve that. They are supposed to be rare spawns.


Daedric Bat hitboxes are a bit of an issue. Remember, most models I didn't make. I think there is a way in NifSkope to adjust the hit box. I've always used an AoE spell too. Blast the side of a wall or tree that the bat is near, dead bat.
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Sherry Speakman
 
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Post » Mon May 07, 2012 12:40 am

using some TR creatures in VV would be sorta cool imo..?

also (spoilers, so you don't have to rid it if you don't want "silly" ideas)
Spoiler
if dragons were driven out my cliffracers? and you have a mod that kills the cliffracers (by stopping them from re-spawning, for example.) whats to stop the dragons coming back? separate ESP though,..
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Alexander Lee
 
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Post » Mon May 07, 2012 12:09 pm

As far as I remember, from years back, there was an ent model based on one of the atronachs. I then took this model, and made versions per region that used default textures (so texture replacers worked on them automatically), and then using nifskope took parts of existing flora to add to these creatures, such as flowers around the "feet" for the Ascadian region, and mushrooms and hanging moss for the swamps. I think I planned an ashland version too. We shall see.
That will be my treant creature found my creature resource pack II ( i think - might be pack I) - Its not demon xen's as he used the grahl from bloodmoon for the base of his treant - I used an atronach.

Also as for my Vissed creature - for some reason its the odl version on PES with the broken animation - get the new animation from the Riller-mosh mod. If i get a chance this weekend I will up date the vissed mod with the right animation :)
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Nuno Castro
 
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Post » Mon May 07, 2012 6:39 am

Hi MA

Turns out it was the one by Demon Xen that I went with in the end.

Thanks for the heads up about the Vissed, I'll also check out that Riller-mosh (odd name, be interesting to see what that is about when the Vissed reaches the top of my update/to add list :D)



Was checking out my old Creatures XI topic, refreshed my memory about things. Seems there could be around 15 new creatures in this update. This will be confirmed in time.
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I’m my own
 
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Post » Mon May 07, 2012 8:42 am

Hi MA

Turns out it was the one by Demon Xen that I went with in the end.

Thanks for the heads up about the Vissed, I'll also check out that Riller-mosh (odd name, be interesting to see what that is about when the Vissed reaches the top of my update/to add list :D)



Was checking out my old Creatures XI topic, refreshed my memory about things. Seems there could be around 15 new creatures in this update. This will be confirmed in time.
ahhh thats ok :D I dont mind :)

If you do feel like using any of my creatures from any of my mods - you have my full permission. I am also working on a creature pack III which may or may not be worth any thing to you. ALso someone released some bloodmoon creatures a while back - might be worth looking into. Some were dragur in full armor and others are diffrent riekling models and more undead wolves.I forget the name of the mod...
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Claire Vaux
 
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Post » Mon May 07, 2012 3:43 pm

Hi piratelord, long time to see you around.

about your:
Okay, time to compile a to-do list.

To fix:
Dwemer Bolts bug (I think i've already done it on my copy, just not released)
Lumi-Spider bug (also think I've fixed this, just not released)
Review wasp swarms/spawns

To adjust:
Bug/rats spawns in towns - I'll reduce the number of spawn points by 50%, I like the effect

good, here are my hambly suggest~~

update or replace some creature meshes so that looks better
1
I suggest remove the rotworms and ice worm, or replace them with something better.
2
the bugs[I mean the creature named bugs and looks like bug] looks too big, may you decrease their size? and also the spiders , Scorpions,
3
the creature named Woodsprite looks not too much difference than the original creature named hunger, suggest replace it with better one , such as a edited spriggan.
4
add bloodmoon's wolf to morrowind mainland.
5
replace the creature named Hell Hound with a better mesh one, such as Melchior's worg creature resource,
link
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7377
6
and the creature named Blazing Scamp, and the Silver Saint, dark saint , the Gorgra, Night Stalkers, Horror, Flesh Dremora, and the .......

look forward to see your big improved version XI. thanks.
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Project
 
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