[WIP] Creatures XI

Post » Fri May 27, 2011 2:53 am

Since you are asking, I will propose a little tweak to the liches. Even though lore presents them as undead masters of magic, liches in Morrowind only have a meager arsenal of one Shocking spell and a Health Draining one (not to mention a devastating - wait of it - iron weapon). I think that it would make sense to give them a random magic scroll, through a leveled list like the vanilla random_scroll_all or a custom one. A magic scroll would add an element of inpredictability and risk to an otherwise dull fight. The scroll would also be a nice treat for destroying a lich before the creature has the time to use it.
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Sheila Esmailka
 
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Post » Fri May 27, 2011 1:54 am

Odd? Don't get me started, I'm such a stickler for lore, I'd want you to remove half the critters in the mod. :lol:

Only half? That's a good sign :P
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Emma Copeland
 
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Post » Fri May 27, 2011 10:51 am

Only half? That's a good sign :P

I don't suppose you'd ever be interested in releasing a lore-friendly version? :hehe: I just have a few quibbles; most of the creatures I like a lot and think would make great additions to Vvardenfell's biosphere. :)
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Hussnein Amin
 
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Post » Thu May 26, 2011 9:59 pm

I don't suppose you'd ever be interested in releasing a lore-friendly version? :hehe: I just have a few quibbles; most of the creatures I like a lot and think would make great additions to Vvardenfell's biosphere. :)

Same here, but for me only the really unfitting ones, like the Raptors and such.
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Tracy Byworth
 
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Post » Fri May 27, 2011 2:58 am

I loved v9 of this mod I did not have much time to test vX, but I'll bet you that I'll love it as well. This is simply one of the must have mods for me. The only wish (not a necessity by any means) that I have is to see the Undead creature from both your CreaturesXI and Arcimaestro Antares' Undead Rising (?) mod in the same palythrough.
Cheers.

p.s.
Raptors look cool, but changing their "name" may please the purists...
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mimi_lys
 
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Post » Thu May 26, 2011 10:14 pm

you could call them snapping lizards ;) That would be too bad. But they would have to be small to be lizards. I don't know of any 10 foot tall lizards.. Anyway, I haven't seen all of your creatures from Creatures X, so I can't make many suggestions. I can say that I do like the lower level ones that I have seen.
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Jon O
 
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Post » Fri May 27, 2011 6:06 am

I don't know of any 10 foot tall lizards.

While there may not be any 10 foot tall lizards, Komodo Dragons can grow to about 10 feet long. They are the largest lizard still living, although not the largest reptile by any means. Anyway...that's quite a bit offtopic. :biglaugh:

Ontopic: I agree about the liches. They could use a touch more variety somehow to make them more dangerous to face off against. The guar herds could also be sized down a wee bit maybe also, or maybe made so the guar herders won't spawn with their herds so close together in some areas.
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courtnay
 
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Post » Fri May 27, 2011 2:43 am

I don't suppose you'd ever be interested in releasing a lore-friendly version? :hehe: I just have a few quibbles; most of the creatures I like a lot and think would make great additions to Vvardenfell's biosphere. :)

Don't be frightened, please tell me which ones you have quibbles with and why.

There won't be any variations of Creatures, everyone has different ideas of Lore. Creatures is lore friendly with some twists I can (just about) get away with without spoiling the original theme of the game.


I'll look at adjusting those liches. I might make 3 different versions which all look the same, but have slightly different spells and items.


The Raptors will be included, I may do a retex too. What I'll most likely do is make a special "Guar" list. This then has 20 normal guars in it and 1 of each new predator. Where normal guars appear in the exterior lists, I replace with this Guar List. So where Guars normally spawn you have less then 5% chance of one of these new predators being there instead.
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latrina
 
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Post » Thu May 26, 2011 10:43 pm

I suggest a new creature, the Lore Hound. Will immediately attack the player if he's not of one of the stock races. ;) (couldn't resist, sorry ;) )
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Breautiful
 
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Post » Fri May 27, 2011 10:58 am

One of the problems i have is Bettles and Rats in towns!!! I know its been siad a zillion times..... But it looks ood when you use town expansions and see half a rat or bettle sticking out of a wall.....
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Emily Shackleton
 
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Post » Thu May 26, 2011 10:20 pm

nevermind
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Monika Fiolek
 
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Post » Fri May 27, 2011 9:30 am

Well, since you asked... :P

and my responses :D

Mummy - a question was brought up in the Lore forums not too long ago about Mummies, http://www.gamesas.com/bgsforums/index.php?showtopic=951987. It seems doubtful that you would find mummies in Vvardenfell, though there is some speculation and reasoning that might let you get away with adding Mummies. I know they were in Daggerfall, but given the different burial practices of the Dunmer and the (low) frequency of active necromancy in the Dunmeri culture, I don't think these are creature that would populate Vvardenfell. If there are any, I'd suspect they'd only be residing with some of the very few hardcoe necromancers that inhabit Vvardenfell.

The Creatures Mummy is based on the Ash Mummy. People have always thought the in game "containers" would actually get up. So I've made them a creature. I'm totally avoiding the "classic" mummy with wrappings on it. That doesn't belong at all to MW.

Wood Sprite: So obviously a retexture of the Hunger, it doesn't seem a like a really unique creature at all. Plus, I can't think of any lore or mention of such critters.

Well, this was an early day creature and was a way of getting more Resin available to the player

Bloodwing: another retexture, it doesn't exactly strike me as an interesting addition to Vvardenfell's wildlife. As for it being a vampire -- wth? :lol:

Introduced to make night life more "interesting", vampirism just goes well :D

Imp: Considering how the model is identical to the Gargoyle, I'd suggest scrapping one or the other in favor of having each creature with a unique mesh.

True, but remember that meshes are not easy to make, so a different texture is the easiest way to make a variation

Giant Spider: DO NOT WANT. >:(

Not another person who doesn't like spiders? Oh well....

Blazing Scamp: No mention of it in the lore. The retexture isn't particularly stunning, either. ;) Maybe put some tattoos and runes on its skin.

Somehow OB scamps can cast fireballs, so I made a new rank of scamp that can. Also, check the texture more closely, it has runes on it's skin.

Silver Saint and Dark Saint: No mention in the Lore for them. At all. I think there are enough daedra variations, that these two wouldn't be missed.

Funny then how a "Dark Saint" appeared in Shivering Isles (ala Seducer). I would miss them as I spent a lot of time on them and their new weapons/armour - also made to balance out their loot drops, golden saints were really unbalanced with their loot.

Flesh Dremora: No mention in the Lore. If you do plan on keeping it, I suggest a new mesh. Possibly this 'flesh dremora' is made redundant by the Flesh Atronach.

Not at all, it's a Dremora who's Daedric armour includes living flesh, besides, it looks good :D
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Wayland Neace
 
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Post » Thu May 26, 2011 11:00 pm

Throwing in 2 bits ...

Mummy - a question was brought up in the Lore forums not too long ago about Mummies, http://www.gamesas.com/bgsforums/index.php?showtopic=951987. It seems doubtful that you would find mummies in Vvardenfell

Umm, if I go in an ashlander tomb, I see mummies, they are even *labeled* mummies in the base game. It's perfectly conceivable imho that there are old burying practices which create mummies (and which are still upheld by the ashlanders), while the House culture changed its burying practices somewhere along the way. There's still plenty of possibility for mummies in House tombs, which were simply buried before the burying practices were changed.

Wood Sprite: So obviously a retexture of the Hunger, it doesn't seem a like a really unique creature at all. Plus, I can't think of any lore or mention of such critters.

It doesn't have the same stats as the Hunger, so it's a unique creature in my book. Having a unique mesh for every creature would be nice, but not having one is not a reason to delete interesting creatures imho.

Bloodwing: another retexture, it doesn't exactly strike me as an interesting addition to Vvardenfell's wildlife.

Please define what constitutes an "interesting" creature for you (without referring to lore since that would be circular logic). I don't see what makes the Bloodwing less interesting as most other creatures (including many of Bethesda's own creatures).

Imp: Considering how the model is identical to the Gargoyle, I'd suggest scrapping one or the other in favor of having each creature with a unique mesh.

Scrapping creatures is not going to create meshes for them. Actually, keeping them *in* would probably make it much more likely that someone creates a mesh for them since the creature is then more present in the minds of the players (which includes the minds of modelers).

Giant Spider: DO NOT WANT. >:(

That's extremely convincing. ;)

Blazing Scamp: No mention of it in the lore. The retexture isn't particularly stunning, either. ;) Maybe put some tattoos and runes on its skin.

Scamps *are* fire-based, so they are not in *contradiction* to the lore either.

Silver Saint and Dark Saint: No mention in the Lore for them. At all. I think there are enough daedra variations, that these two wouldn't be missed.

Imho, these two provide much needed variety for Sheogorath's minions. How many are left if you take these two away?

Also, where does the notion come from that Dark Saints do not exist in lore? The Mazken were created by Bethesda in Shivering Isles, as a counterpart to the Golden Saints. Pirateklord was just quicker than Bethesda in adding them. :)

Actually the Dark Saints are a really good example that deleting creatures to "preserve" lore can easily defeats its own purpose. Piratelord created Dark Saints before Bethesda officially added the Mazken to the lore. By your reasoning, they should have been deleted at that time. Some months later bethesda added them to the lore in Shivering Isles. By your reasoning, *then* it would have been okay (and perhaps even good) to add them. However, it's the same Dark Saints both times. How can adding the same creature to the game be wrong at one time and right suddenly later? It doesn't make sense.

Flesh Dremora: No mention in the Lore. If you do plan on keeping it, I suggest a new mesh. Possibly this 'flesh dremora' is made redundant by the Flesh Atronach.

Another intersting creature that I'd hate to lose.

Anyway, we are unlikely to reach an agreement in that question - so I'll conclude with one last point: It's much easier for users to remove unwanted creatures from a mod than to put desired creatures in. Therefore, if no agreement between the two groups can be reached, the users in total are better served by keeping these creatures in.
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 9:20 am

I'm all for spiders - keep 'em please.

The spiders/scorpions (and Horror) were the main reasons that got me to use Creatures (v9) in the first place! :rock:
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Maeva
 
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Post » Fri May 27, 2011 8:52 am

If you have problems with as many creatures in Creatures as Alaisiagae , then I don't understand, why you are interested in this mod at all.

I'm no loreexpert, but sometimes that's a blessing, since I look at, what's interesting for me as a player, and there I have no objection against any of the creatures.

The dark saint and flesh dremora serves a purpose, since Morrowind has no creatures beyond lvl20.
The Uusilaki burial caves are filled with mummys, which I, from the first time I entered, expected to come to live and attack me.
And does lore say, that any of these creatures can't exists.
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Liv Staff
 
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Post » Fri May 27, 2011 12:06 am

I should have some time this weekend to chuck all this new stuff into Creatures, and also look at the textures.

But, lets not forget what's already in Creatures. Since this is an update, is there anything still unbalanced, odd, etc, etc? I'll tweak accordingly.

Aside from the error message you get from killing the luminaire spiders in Dwemer Ruins (which you probably fixed by now), there was another dwemer spider type that produced this error. I think it's the one that's supposed to explode on death.

And there was the issue of http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot14.jpg (The bow had the same problem I think. I'm not sure about the others, if there are more).

Some of the bugs walking around the streets in for example Balmora don't attack you when you hit them. They don't flee either. They just cancel out of combat mode.

edit: As for the spider haters... Wasn't there a no spider patch around? Or am I confusing this with that System Shock 2 mod...
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flora
 
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Post » Fri May 27, 2011 4:19 am

If you have problems with as many creatures in Creatures as Alaisiagae , then I don't understand, why you are interested in this mod at all.

*throws up hands in frustration*

Forget I said anything.
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kitten maciver
 
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Post » Fri May 27, 2011 4:17 am

If you have problems with as many creatures in Creatures as Alaisiagae , then I don't understand, why you are interested in this mod at all.

I asked Alaisiagae to let me know what he has quibbles over with the creatures in Creatures, and he responded. His points are valid. He isn't complaining.
His knowledge of the creatures proves that he uses (or used) this mod.


The only way I can improve the mod is to know what people don't like about it as well as what they do like about it.
Now that Lucidius is about and able to model new looking creatures onto existing animations, it might be now possible to address the fact that I have existing models that are just retextures, and instead replace them with a different looking mesh.

The woodsprite and bloodwing are creatures from early days, long before NifSkope was as powerful as it is today, so it could be time they have a face lift.


Povuholo I'll check those icons out, seems strange as I've done nothing different with creating them compared with all the other icons I've ever made.

Bugs will be removed from the lists, the base model is too large to be able to make them useful as tiny bugs. The rats will remain, I'll just attempt to lower their spawn rate.
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Amanda Leis
 
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Post » Fri May 27, 2011 12:46 am

I asked Alaisiagae to let me know what he has quibbles over with the creatures in Creatures, and he responded. His points are valid. He isn't complaining.
His knowledge of the creatures proves that he uses (or used) this mod.

PS: Alaisiagae is a girl. :whisper:

And do you have any screenshots of the new creatures included in the update? I want to see my Guar. :D

Also, if you want I can help do some retexturing.
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Samantha hulme
 
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Post » Thu May 26, 2011 9:58 pm

And I would love to see a faceshot of the Sload! :)
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Robert
 
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Post » Fri May 27, 2011 6:53 am

Personally, I prefer to have less creatures but each one with a unique model.

About the Dark Seducer, I made one (for myself, not uploaded somewhere) using Westly's mods :evil:

http://www.youtube.com/watch?v=4-mupptQj-E&feature=related
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John Moore
 
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Post » Thu May 26, 2011 10:25 pm

I asked Alaisiagae to let me know what he has quibbles over with the creatures in Creatures, and he responded. His points are valid. He isn't complaining.
His knowledge of the creatures proves that he uses (or used) this mod.

:hehe: I'm a girl.

Also, I haven't used your mod yet. :P I've been looking at the mod homepage on your site, which is why I am not familiar with what the creatures look like up-close (all I have to go on are the tiny screenshots - which is why I didn't spot the details on the new Scamp).

I must say, I am so tempted by the other critters, I might just swallow my lore-doubts and use the mod. ^_^

EDIT: PL, your inbox is full. :frog:
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Big Homie
 
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Post » Fri May 27, 2011 12:02 pm

*throws up hands in frustration*

Forget I said anything.

I know Piratelord asked about opinions, but to me it seems, that there are actually fewer of the added creatures, that you like, than you don't like. Would you play with the new creatures, since they are there? would you delete the creatures you didn't like? Or would you just don't install creatures again? (just curious)

I haven't read a lot about the Morrowind Lore, but can't a creature exists, eventhough it's not mentioned in lore, as long as it's existence is not contradicted in the lore? Or isn't it atleast a valid point? (I'm really just asking, because I'm not a loreexpert, but just a Morrowind player.. and maybe in the future: a modder).

And I like spiders :)

Edit: I can see, you answered my questions in the previous post :)
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Patrick Gordon
 
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Post » Fri May 27, 2011 1:31 am

"What I'll most likely do is make a special "Guar" list. This then has 20 normal guars in it and 1 of each new predator."
Just lists or new scripts? Or rather: will that conflict with Abot's Guars?

As for other creatures - I like them all -> especially spiders!
You cannot please us all, so considering that you have done a spectacular job already: go with your instincts.
Cheers.
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Yvonne Gruening
 
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Post » Fri May 27, 2011 7:11 am

I know that Connary has given some of your creatures retextures. Will this update include those textures?
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Alexxxxxx
 
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