[REQ] BB Dagoth Ur Replacer

Post » Fri May 27, 2011 1:51 am

I have to disagree with you on all counts.

A better body DU would be completely lore incorrect .... DU need to look emaciated Which you can't really do if you use BB .... a DU that looked like Bethesda's original concept art would be cool though.

FYI: a BB DU mod was done a long time ago .... but it wasn't that popular ..... obviously.

Eh, that's cool. If everyone had the same opinions, things around here would get pretty boring. Probably have to change the name of the game to Lemmingwind. As for lore, well, let's just say I'm not as big a stickler about that as a lot of people seem to be. There are some very good mods out there that are hardly lore correct, but I wouldn't play without them. But I guess my idea of hyper extended fingers could work pretty well with the emaciated look. I have a picture in the back of my head that is a perfect example of what I'm thinking about, but it takes me forever to find pics on my computer these days. Really need to finish sorting them.
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kennedy
 
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Post » Fri May 27, 2011 9:03 am

Eh, that's cool. If everyone had the same opinions, things around here would get pretty boring. Probably have to change the name of the game to Lemmingwind. As for lore, well, let's just say I'm not as big a stickler about that as a lot of people seem to be. There are some very good mods out there that are hardly lore correct, but I wouldn't play without them. But I guess my idea of hyper extended fingers could work pretty well with the emaciated look. I have a picture in the back of my head that is a perfect example of what I'm thinking about, but it takes me forever to find pics on my computer these days. Really need to finish sorting them.


I'm not a lore "fanatic" .... I don't mind bending it, I just don't want to obliterate it.
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CYCO JO-NATE
 
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Post » Fri May 27, 2011 6:41 am

You mean like the horns on the mask? Is the tentacle-hand thing even possible? Could you animate the tentacles??? :drool:

I could, but that would enlargen the workload, and I've already got quite a few things I have to finish. Horns on the mask would be easy, plus the eyball things on the top, but in my opinion, making Ur's mask sort of like http://chorrol.com/files/157/ambberfox_mask.jpg would be the best option.

he looks buff to me :P

Like http://i31.tinypic.com/ic2zvl.jpg? I had tried to make him look buff, I think it could do with some more veins though. :hehe:
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Lyndsey Bird
 
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Post » Fri May 27, 2011 3:14 am

Is there any lore to state that he's supposed to look emanciated? Because he looks buff to me :P

Well I doubt he gets any food, living in a volcano for hundreds of years.... unless he eats ash zombies. :facepalm:
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 4:07 am

Well I doubt he gets any food, living in a volcano for hundreds of years.... unless he eats ash zombies. :facepalm:

What a fool you are, he's a god! He doesn't need food.
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Philip Rua
 
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Post » Fri May 27, 2011 4:49 pm

What a fool you are, he's a god! He doesn't need food.


LOL, I was about to more or less say the same thing. Immortals don't need to eat, drink or procreate. If they do any of that it is strictly for pleasure.
I'm sure most of you recall that Dagoth Endus offers the PC a drink of Ancient Dagoth Brandy. If the player accepts, both the player and Endus have a drink...but that doesn't mean Endus NEEDS to drink. ;)
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Annick Charron
 
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Post » Fri May 27, 2011 3:20 am

Kind of off topic: if anyone is up to it, http://fc04.deviantart.com/fs4/i/2004/212/5/e/Bel_Demon.jpg is sort of how I picture Dagoth Ur, minus the wings, at least where his clothing is concerned. A high-collared red coat, tattered around the edges (though that picture clearly isn't), with the emblem of the Sixth House displayed across the back. He would also be wearing lots of rings, amulets, bracelets, etc., rusted and tarnished from age. In short, ruined finery, left over from his days in the elite of Chimer society.
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Matt Fletcher
 
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Post » Fri May 27, 2011 11:19 am

I think that if you were going to change him that you would want to change Vivec and Almalexia as well. After all, neither of them is really all that clothed, which fits pretty well with Dagoth Ur's look - either they weren't as much into coverage back then, or gods stop worrying about that sort of thing as time goes on.
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suniti
 
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Post » Fri May 27, 2011 6:45 am

I'd love to have a version of Voryn that looks like http://badhead-gadroon.deviantart.com/art/Lord-Dagoth-73490260...
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Enie van Bied
 
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Post » Fri May 27, 2011 6:04 am

Oh, it's not a "decency" issue, haha.

In my mind, the members of the Tribunal are vain and conceited beings, and so they choose to lock themselves in the age and appearance that they wore when they gained their powers. This same vanity causes them to flaunt their physical perfection, to wear almost ridiculous clothing so that all can admire their form. However, Voryn Dagoth seems not to care about appearances- the Heart blasted him into a monster, and it doesn't matter to him. On that same note, he wouldn't particularly care what he was wearing, so, in my mind, he would be wearing the same ruined clothing that he wore on the day that everything went to hell for him.
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Rhiannon Jones
 
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Post » Fri May 27, 2011 2:09 pm

-Snip-
FYI: a BB DU mod was done a long time ago .... but it wasn't that popular ..... obviously.


Is it still available?


http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4315 over at Elric M
It makes Dagoth Ur a BB NPC so it doesn't have the cretures animations and you wouldn't be able to soul trap him, it was a Beta and work never continued on it.

Sy
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 3:44 pm

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4315 over at Elric M
It makes Dagoth Ur a BB NPC so it doesn't have the cretures animations and you wouldn't be able to soul trap him, it was a Beta and work never continued on it.

Sy

Without his animations he just loses his personality, changing him to an NPC isn't really an option..

As I said though, a far as the mesh itself goes, all it needs is a few smoothed verticies here and there, there isn't that much room for improvement.
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maya papps
 
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Post » Fri May 27, 2011 10:15 am

maybe... set it up as a bow(using that bone for animation), take away the creatures hand, and then you might have it there.


There's no limits to what you can do with creature anims, so make it the actual hand, and give it some rockin' morph anims. You'd have to alter his anims to get him using a bow, and he'd unequip it at times .
I'd like one that stuck to the original concept, to me that concept has Dagoth Ur down better than anything else, and SWG is right, the model only needs to be less blocky, (maybe a meshsmooth with smoothing groups setup would be enough, can have wierd effects sometimes though,) cause the mesh is already unsegmented.

Wish I had time to do this myself (though I'd probably waste time redoing the anims), good luck to whoever tries this one though. :foodndrink:
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Amanda Leis
 
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Post » Fri May 27, 2011 4:24 am

Really I just think the only reason a BB-Like Replacer for Dagoth Ur would be nice because of the fact that Vanilla Dagoth Ur looks like a Vanilla Dark Elf on Steroids.

That was kind of the point of his original appearance.
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Matt Terry
 
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Post » Fri May 27, 2011 2:08 am

Just a side note ..a BB Dagoth Ur would incompatible with DNGDR
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Ashley Clifft
 
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Post » Fri May 27, 2011 6:33 am

Just a side note ..a BB Dagoth Ur would incompatible with DNGDR

Even if it is a mesh/texture replacer with no .esp?
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sexy zara
 
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Post » Fri May 27, 2011 6:49 am

Why?
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Inol Wakhid
 
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Post » Fri May 27, 2011 2:26 pm

Well, I can see this sparked quite a discussion.

I have another mod inquiry; Is there a mod that prevents the bag of items from being placed in a house if you put too many items on display, or just increases the amount of items you can put in a given house at one time?

I could see this thread being changed to "T3T's Mod Inquiries" but I dunno. I feel like I'm cheating on Fallout 3 with Morrowind. Hahaha.
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Charlotte Buckley
 
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Post » Fri May 27, 2011 5:20 am

Why?



Even if it is a mesh/texture replacer with no .esp?



Because DNGDR doesn't use the vanilla Dagoth Ur mesh
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Stephani Silva
 
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Post » Fri May 27, 2011 3:35 pm

Good to know.
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Luna Lovegood
 
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Post » Fri May 27, 2011 1:38 pm

Ok I just encountered someone who had no idea what I was talking about with that mod request, so I'll clarify.

I usually take the dark elf noble's house to the right of the council building in Balmora, I kill him, get rid of his things, put my things away, this and that.

I'll usually put favorite and rarer armors on display.

But there will come a time when the house gets sick of all the things I put in it, and spawns a bag to keep the rest of it in, and all new items put into the interior space of the house will go in this bag. And I HATE IT.

It was probably an issue with remembering all that crap in the interior back when PCs had a hard time meeting morrowind's demands, but Oblivion happily obeys my every command. So... yeah. I want to display more stuff.
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Guy Pearce
 
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Post » Fri May 27, 2011 1:44 pm

Ok I just encountered someone who had no idea what I was talking about with that mod request, so I'll clarify.

I usually take the dark elf noble's house to the right of the council building in Balmora, I kill him, get rid of his things, put my things away, this and that.

I'll usually put favorite and rarer armors on display.

But there will come a time when the house gets sick of all the things I put in it, and spawns a bag to keep the rest of it in, and all new items put into the interior space of the house will go in this bag. And I HATE IT.

It was probably an issue with remembering all that crap in the interior back when PCs had a hard time meeting morrowind's demands, but Oblivion happily obeys my every command. So... yeah. I want to display more stuff.


There is a limit to how many items you can have in a cell. That's when the bag spawns. IIRC Oblivion has the same thing, it just takes more things for it to spawn. I also believe that the limit is hard coded into the game, so a simple mod couldn't change that.
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His Bella
 
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Post » Fri May 27, 2011 3:25 am

I wish there was an article on UESP to verify that...
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m Gardner
 
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Post » Fri May 27, 2011 4:15 pm

Its not really and per item limit per cell ..... its a polygon "face" limit & its around a million faces per cell.

Example: a simple cube mesh would have 6 faces 1 for each side .... but a smooth sphere could easily have over a thousands faces.

With complexed objects the faces add up quick.

This is why its important to optimize custom meshes ..... even if the faces are hidden they still count.
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Racheal Robertson
 
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Post » Fri May 27, 2011 6:14 am

And there is no way to increase the limit?
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Austin England
 
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