[WIP] Creatures XI

Post » Fri May 27, 2011 12:46 pm

The WIP discussion about Creatures XI was in Creatures X release topic. Since that one has hit the limit of posts, I thought it would be worth making a dedicated topic for the next version of Creatures.

It might also prompt a bit more feedback to make the mod even better.

This topic won't be around for long as I will aim to release the next version on the 6th December.


Current changes/additions:
  • Remove the bugs (creatures) from the vermin lists that spawn in towns
  • Reduce the chance of vermin being spawned
  • Add a mesh to the various Dwemer creatures area of effect deaths to stop the MW error (not serious error, just annoying)
  • Add the Sea Beast made by MidgetAlien based on the Horker model. This will be added to the Mud Crab lists, so at later levels the coastlines will be more dangerous. Since mudcrabs are known to go into water, this should work well.
  • Add the new Flesh Atronach to the unique Sheograth daedra lists
  • Anything new that appears in the next week and a bit

Related Developments (released at a later date):


  • Creatures Boss mod - this mod will use some of the resources from Creatures, and other unique resources to add unique non-respawning bosses to areas that have the more powerful items that are too easy to get from game start. For example the Mentors ring might have a unique lv15 skeleton mage/warrior in the room, instead of the normal spawn point.
    It's also possible the boss creatures would also include traps in the area, or the boss is just a heavily trapped room which you will need to be agile to get through. You won't need to use Creatures, but you might have to download it for the resources for this mod to work.


  • Extreme Creatures - a simple mod which is a different esp you can use instead of the current esp. Since virtually every creature has a script on it, I will add to these scripts a small chance of another creature (of a similar nature) being spawned at the same time. This creature then also has the same small chance of spawning another, and so on. Chance will only be about 5%. This means you'll have creatures appearing in groups throughout the game, increasing your challenge. Recommended for those who like it hard!

User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Fri May 27, 2011 11:14 am

I still have a tonne of creatures that you may use (if I can get 'round to uploading them). Gotta crack the whip on that :( .
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Fri May 27, 2011 11:27 am

Looking good :goodjob: cant wait for the update :)
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Thu May 26, 2011 10:13 pm

Oooh yay! More FPS hit! :D :D
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Fri May 27, 2011 10:12 am

What I'd like to see (not sure if it is possible to do in the next few weeks, and maybe it will be the NEXT release) is integrate Real Wildlife in, or develop a compatibility patch. I'd like to see some of the new creatures have lairs, nests, etc. Instead of just creatures with slightly randomized stats, have young and mature versions of those creatures. Ideally I would love to see the nests/lairs to be scripted a bit. If you wipe one out, nothing spawns there anymore. If a nest/lair is unchecked for so many days, another nest becomes active as the monsters breed and spread.

My other big desire was a sea critter.

I think the Creatures Boss concept is brilliant.

I'm also curious if you will include Connary's retexture work for your creatures.

I still have a tonne of creatures that you may use (if I can get 'round to uploading them). Gotta crack the whip on that sad.gif .


Please do! Your races, faces and hairs all look incredible. More creature diversity is good, and your work is usually very high quality!
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri May 27, 2011 3:52 am

Good to see you updating :)
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Fri May 27, 2011 8:33 am

Ooh, no more bugs in cities! Can't wait for the next release!
I'm curious as to what the Sea Beast will look like, too. :)
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri May 27, 2011 12:19 pm

Creatures XII will completely eliminate all leveled creatures and just fill Morrowind with Sloads.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri May 27, 2011 9:42 am

Great to hear plans for a new version. The boss idea sounds neat.

You probably have already fixed this, but I thought I'd remind you that when Centurion Archers are killed, they drop a few thousand darts at a time. I believe the problem is that in plx_replenishammo, "GetItemCount centurion_projectile_dart" should be "GetItemCount plx_dwarven_dart" (or else the additem should be changed). Thanks.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Fri May 27, 2011 1:01 am

Ooh, no more bugs in cities! Can't wait for the next release!
I'm curious as to what the Sea Beast will look like, too. :)

http://planetelderscrolls.gamespy.com/fms/Image.php?id=70005

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6708
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 27, 2011 7:58 am

Sounds excellent. Looking forward to it.

In another thread I promised to get back in the appropriate thread with comments on Creatures X as I said I really liked some creatures in it but disliked others. Well, after having rechecked it and played with it for a longer while now I have to say that I love just about everything in it really. It's an awesome mod. :mohawk:

Here are some minor stuff:

Not 100% it is Creatures X as I think I might have some other mod dealing with them, but some Dremora varieties disappear on death, some don't (or sometimes they do, sometimes they don't). If it is Creatures X, I wonder if it is possible to have them all disappear for consistency, general coolness and lore reasons?

The first time I faced a Daedric Bat was in an interior and I found it quite annoying, esp. as it was difficult to hit it for some reason (much as it can be with Cliffracers if you try to hit them from behind before they have noticed you). The next time I faced them was when levitating at night towards a Daedric Ruin and I saw them circling around a tower - which was completely awesome. Anyway, I'd personally prefer if they only spawned in exteriors as they are so much cooler there - plus the first mentioned reason.

Also, I was going to remention missing icons for 6:th House weapons, but checking in the CS they seem to be fine. I have a problem with them ingame, though, for some reason. http://arkngt.googlepages.com/plx_6th_icons.jpg. All the black ones are 6:th House weapons. It's only the mace that is slightly visible, plus the bow has that odd white pixel thingy. No idea why.

And lastly a repeat from the former thread. Might just be me:

BTW, is it such a good idea to have Spider Daedra Huntresses carry two pieces of Daedric armor? One of the things I really like with Morrowind is that it makes Daedric armor truly rare. Plus I think the risk vs. reward ratio is a bit off as well (i.e. they are not challenging enough to warrant that kind of loot). Personally, I'd rather have them using - I don't know - weaker and cheaper Dremora armor perhaps? They do look very cool in the armor pieces, though. And I love their sounds (as I do with lots of the Creatures).

User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Fri May 27, 2011 11:25 am

What I'd like to see (not sure if it is possible to do in the next few weeks, and maybe it will be the NEXT release) is integrate Real Wildlife in, or develop a compatibility patch.


Real Wildlife and Creatures are compatible currently.

sieboldii
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Fri May 27, 2011 9:40 am

http://planetelderscrolls.gamespy.com/fms/Image.php?id=70005

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6708


That.Looks.So.Awesome. :shocking:
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri May 27, 2011 3:13 am

Real Wildlife and Creatures are compatible currently.

sieboldii

They don't directly conflict, but they aren't integrated. The Real Wildlife mod author (don't recall name at moment) said he wanted to work on integrating the two and making a "compatibility" patch to add Real Wildlife behavior to Creatures. For instance, Creatures appears to offer randomized stats, but Real Wildlife makes varied versions of the creatures that are male, female, old, young, etc. There are also nests and such.

It would be nice to see nests and lairs for some of the creatures created in the Creatures mod.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri May 27, 2011 3:57 am

They don't directly conflict, but they aren't integrated. The Real Wildlife mod author (don't recall name at moment) said he wanted to work on integrating the two and making a "compatibility" patch to add Real Wildlife behavior to Creatures. For instance, Creatures appears to offer randomized stats, but Real Wildlife makes varied versions of the creatures that are male, female, old, young, etc. There are also nests and such.

It would be nice to see nests and lairs for some of the creatures created in the Creatures mod.


Nedius

sieboldii
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Fri May 27, 2011 8:31 am

Is Creatures XI going to be compatible with Passive Wildlife and will some of the creatures be somewhat less aggressive?
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Fri May 27, 2011 12:14 am

http://planetelderscrolls.gamespy.com/fms/Image.php?id=70005

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6708


Good show! Abot's sharks will now have some major competition for munching on the player... ;)
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Fri May 27, 2011 2:39 am

Great to hear plans for a new version. The boss idea sounds neat.

You probably have already fixed this, but I thought I'd remind you that when Centurion Archers are killed, they drop a few thousand darts at a time. I believe the problem is that in plx_replenishammo, "GetItemCount centurion_projectile_dart" should be "GetItemCount plx_dwarven_dart" (or else the additem should be changed). Thanks.

Really? I thought I had already fixed that. I'll check it out.


Not 100% it is Creatures X as I think I might have some other mod dealing with them, but some Dremora varieties disappear on death, some don't (or sometimes they do, sometimes they don't). If it is Creatures X, I wonder if it is possible to have them all disappear for consistency, general coolness and lore reasons?

Dremora's in Creatures now use the Golden Saint animations so no more death animations since the GS model uses NPC animations. It's done this way as it's an easy way (for those that know how) to build up humanoid creatures without using NPC entries.


The first time I faced a Daedric Bat was in an interior and I found it quite annoying, esp. as it was difficult to hit it for some reason (much as it can be with Cliffracers if you try to hit them from behind before they have noticed you). The next time I faced them was when levitating at night towards a Daedric Ruin and I saw them circling around a tower - which was completely awesome. Anyway, I'd personally prefer if they only spawned in exteriors as they are so much cooler there - plus the first mentioned reason.

Still? There must be some exterior lists being used in interiors. I'll see if I can hunt them down.


Also, I was going to remention missing icons for 6:th House weapons, but checking in the CS they seem to be fine. I have a problem with them ingame, though, for some reason. http://arkngt.googlepages.com/plx_6th_icons.jpg. All the black ones are 6:th House weapons. It's only the mace that is slightly visible, plus the bow has that odd white pixel thingy. No idea why.

Strange, I've use the same process to make those icons as all the other new icons.


BTW, is it such a good idea to have Spider Daedra Huntresses carry two pieces of Daedric armor? One of the things I really like with Morrowind is that it makes Daedric armor truly rare. Plus I think the risk vs. reward ratio is a bit off as well (i.e. they are not challenging enough to warrant that kind of loot). Personally, I'd rather have them using - I don't know - weaker and cheaper Dremora armor perhaps? They do look very cool in the armor pieces, though. And I love their sounds (as I do with lots of the Creatures).

Agreed. I'll make them Spider Daedric armour pieces instead. They are there for looks.

Is Creatures XI going to be compatible with Passive Wildlife and will some of the creatures be somewhat less aggressive?

Only if you load PW after Creatures.
Some creatures in Creatures are less agressive, or will become less aggressive.
Mud Crabs and Rats are mostly passive
Normal Cliffracers and Foragers will become more passive as you kill more of them, but there is always a chance of them attacking, so they won't be as much of an annoyance at higher levels.
Scribs have a small chance of being hostile (I remember attacking something near Balmora, then suddenly becoming paralyzed, when that had worn off I looked down and a scrib had walked up behind me and bit me in the ankle)
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Thu May 26, 2011 11:08 pm

Oh, regarding the boss mod, I might even make some of the bosses use the unique item instead of having it just lying around, depending on the location/situation.
Bigger sense of achievement, and adds to the danger too.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Fri May 27, 2011 8:19 am

Ooh, no more bugs in cities! Can't wait for the next release!


Oh, yes. that's a good start.

I allways think some of the new creatures need a remake or remove for better look. especially some race type creatures.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Fri May 27, 2011 1:10 pm

Well, unless someone can make new models that map to existing animations, I'm afraid that isn't going to happen.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Thu May 26, 2011 11:50 pm

I also remember seeing those black icons for some 6th house items. I thought I reported it before.

I definitely reported that thousand darts bug though, and I think you said you had fixed it a little later.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Fri May 27, 2011 4:26 am

exciting!
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri May 27, 2011 7:11 am

Hey, I haven't been keeping up with all your posts in other threads, Piratelord. But I was just curious to see if you are still working on this mod? I'd love to have an update to this fantasticness :)
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri May 27, 2011 5:15 am

Good job I was slack (or maybe lazy) working on this, since we have a new modder on the scene making new creatures for us

http://www.gamesas.com/bgsforums/index.php?showtopic=940995
http://s182.photobucket.com/albums/x224/abstrusedesigns/nifs/

For creatures I'll be including:
Cave Troll (we need some tougher "beasts") - I think now we have enough creatures to make some dungeons that are like Oblivion and populated purely by beasts - I think there are some candidates in vanilla that could be changed
Bugbear could also work nicely especially if some dungeons are beasts only
Hulking and Verminous - Sotha Sil had to get the organic beasts from somewhere, well, here they are. They would fit well into the Morrowind landscape as rare beasts.
Daedroks - let's make the coasts/shallow water more dangerous then just crabs with these - I might see if I can script these so that they attack any nearby Slaughterfish
Raptor - Based on the guar, this is now a carnivore. When it's finished it should look great. I'm thinking these could travel in packs and if near any guar, they will attack.

Others I don't feel will fit the theme of Creatures but I may be including some of these as Bosses in my boss mod.


I'm also making a Black Widow Spider Daedra. These are smaller (and dumber) spider daedra which will appear in groups. Being black, they will also be more difficult to see in dark areas. I might also try and script a bit of unique movement to them too.


XI will take longer to finish, but will include a lot more new content.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Next

Return to III - Morrowind