[WIP] Creatures XII (or XIb)

Post » Sat Feb 08, 2014 1:46 am

Time for another update and a few bug fixes. As usual, any suggestions welcome, especially on any new resources I'm not aware off.

This update feels like it will be a "Solstheim" themed update with the following on the drawing board:

* Add rare netch to the southern parts of Solstheim (based on Dragonborn)

* Add Albino Spiders to the Snowy Forests (based on Dragonborn)

* Add Burnt Spriggan as a very rare spawn in the fiery wastes of Vvardenfell (based on Dragonborn)

* Add normal spriggan to Vvardenfell (if not done so already), side by side with the Ents.

* Add Ash Guardian as a very very rare daedra spawn in the Ash wastes of Vvardenfell (based on Dragonborn)

* Add Ents to Solstheim (Solstheim is still the primary home of Spriggan, Vvardenfell for Ents, with minor overlap)

* More Draugr variations

* Add Ash Hopper to Ashlands, an aggressive Scrib.

Fixes:

* BC Ent texture issue

* Add global config option to disable pest rats/bugs, or just disable their AI interaction between player/guards.

All dragon born influence will be rare, but adds a logical merger between the two areas and time zones.

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Maddy Paul
 
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Post » Fri Feb 07, 2014 7:02 pm

Super excited for this! I just have two small suggestions.

Assuming that you're still splitting the mod into three types (lore correct, semi, and full), I'd worry about bringing Morrowind creatures (i.e. netches) into Solstheim for the lore correct mod. Dragonborn took place over two hundred years after Morrowind, once Red Mountain erupted and spread ash across the southern half of the island. Additionally, it wasn't until Oblivion that Solstheim had many Dunmer inhabitants at all (starting primarily with Redoran refugees from destroyed Ald'ruhn). Under these circumstances, I don't think it would make sense for many Morrowind creatures to be in Solstheim before the Red Year, given the extreme differences in climate and the fact that not many plants from Morrowind (presumably food for many Morrowind creatures), exist on the island. Of course, I'm overthinking this. You might be including the netch as a fun easter egg or something :P

Other suggestion: have you thought about adding seekers/lurkers to the daedric leveled lists? I know someone already has a mind flayer resource that would work perfectly for seekers (I believe Midgetalien animated the tentacles). Not sure whether someone has done lurkers yet.

PS: if you add a heartstone ingredient to the ash guardians I will be curious about what you use. I'm thinking about making an atronach/golem construction mod, in which heartstone will be an ingredient for making an ash guardian.

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Jimmie Allen
 
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Post » Sat Feb 08, 2014 8:19 am

My thinking is that any netch that are currently on Solstheim are survivors that have been blown over the "fairly short" expanse of water, and are now trying to survive in this more hostile climate. Naturally they will be sticking to the warmest places of the island. They will be a very rare spawn though in specific areas. No other Vvardenfell creature is over on Solstheim (apart from rats...)

Albino spiders feel like they've always been there, due to being white, they've evolved for their climate. We've just not seen them until now.

The cross over of Spriggans/Ents feels "right" to me, just ensuring that those not in their "native" island are a rarer spawn. This gives a bit more variation in encounters. A burnt Spriggan/Ent would be perfect for the desolate areas. Again, a rare encounter.

I couldn't really think of any good reason for the Seekers/Lurkers to be present on Vvardenfell, even as a rare encounter. Too out of place.

I will admit, I saw your post about the Ash Golems, I thought, what on earth is that? Then someone posted a wiki, and hence some concrete ideas about the next update. All I'm thinking off doing though is a simple retexture and again rare chance of encountering.

I haven't actually played Dragonborn, but it's on my steam wishlist. Looking at the wiki has made me even more interested, because it's unusual and more "alien" feeling like good old Morrowind.

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Gemma Flanagan
 
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Post » Sat Feb 08, 2014 6:49 am

As fun as Skyrim was, Dragonborn blew it out of the water. Bethesda took everything that made Skyrim fun and many of the things that made Morrowind so interesting, and combined it into one (regrettably small) package. The dungeons were unique, you had a huge new daedric realm to explore (Apocrapha, which belongs to Hermaeus Mora), puzzles, new spells and minions to create, and a wide variety of interesting NPCs. Additionally, the final boss fight was very well scripted and interesting (at least compared to the boss fights in vanilla Skyrim). I can't help thinking that if ALL of Skyrim had been like Dragonborn, it would have been a serious contender for Morrowind's greatness.

Not to detract from your Morrowind modding time of course :P, but Dragonborn is DEFINITELY worth the cost.

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Stryke Force
 
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Post » Sat Feb 08, 2014 3:03 am

I'll get it at some point. I actually got bored with Skyrim :D Haven't completed it. I'm a svcker for daedra realms, because they allow creativity.

Mind you, I haven't completed Tribunal or even started Solstheim :P

First thing I need to do though is reinstall Morrowind and all the tools. Recently got a new PC, so need to restore everything off my backups.

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Tiffany Holmes
 
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