[RELz] Druid Mod Remade

Post » Wed Mar 30, 2011 7:06 am

Druid Mod Remade

Release 1.3

by Pimpskinny


"Bring me the pelt of a wolf, mortal, and I shall teach you how to wear it."
- Hircine, Prince of the Hunt


Features include shapeshifting into real animal forms. As a crow you can fly. As a bear you can knock your enemy through the air with a mighty blow, and slam all of your weight into the ground to knock all those around you off their feet. As a wolf you can rip their guts out with a nasty bite, and can sense them when they're close with your canine nose. While in humanoid form, you can call vines from the ground to poison your enemies or entangle them in place. And of course, you can summon animal companions, and manipulate animals in the wild.


==========
Requirements
==========

  • http://obse.silverlock.org/ v0018 or later. Druid Mod Remade will not load without it. And please remember to launch Oblivion with the OBSE Launcher.
  • http://www.7-zip.org/. You need this to open the downloaded archive.



========
Download
========

http://www.tesnexus.com/downloads/file.php?id=37894 at TESNexus.



=========
Screenshots
=========

http://i46.photobucket.com/albums/f101/iwatson/druidtitle.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidwolf.jpg

http://i46.photobucket.com/albums/f101/iwatson/druiddeer.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidentangle.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidcat.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidchase.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidcrow.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidbear.jpg

http://i46.photobucket.com/albums/f101/iwatson/druidentrance.jpg



=========
Video Links
=========

http://www.youtube.com/watch?v=Aw0Ld1GCs3o

http://www.youtube.com/watch?v=1iuyzR5YUQo

http://www.youtube.com/watch?v=OrCCZ7RbZZg

http://www.youtube.com/watch?v=0q9Zte66_rM

http://www.youtube.com/watch?v=HaYjoopRQw4

http://www.youtube.com/watch?v=LBFU9KS5AA4

http://www.youtube.com/watch?v=QN0N0RJALTc

http://www.youtube.com/watch?v=xY7BO4O0CNo



=========
Description
=========

  • This mod adds 23 custom spells to the game, earned by advancing your Alteration and Conjuration skills during a long, ongoing quest given to you by Kynareth and Hircine. The spells include the ability to shapeshift into several different animal forms each with its own special abilities, custom summons including animal companions and animated vines that attack from the ground to immobilize and poison your prey.
  • Any race can be a druid. There is a "Druid" preset class available during character creation that suits this mod well, but it is not required. You can start this mod with an existing character.
  • In addition to the custom spells and quest, the mod will include a custom axe and shield (made by http://www.tesnexus.com/modules/members/index.php?id=821003), a temple that can serve as your home (with a spell to teleport there), a custom bird (made by http://waalx.com/RealSwordsForum/index.php), custom animal textures, a custom staff and armor (made by http://www.tesnexus.com/modules/members/index.php?id=1196961), some custom spell shaders, and custom sounds.
  • Three books: One found in Novaroma in Bruma about a mysterious Nord (this book makes it possible for the quest to start), one listing all the spells and the prerequisites to earn them, and another hinting at the lore history related to the mod.
  • A great deal of work has gone into making the spells behave as vanilla spells with regard to how they are affected by your skill level and spell effectiveness.
  • A detailed list of the spells is below.



==========
Advancement
==========

  • You must first purchase and read a book from Novaroma in Bruma called "The Mysterious Norring Red-Cloud." If your Alteration and/or Conjuration skill is at least 25, you will soon receive a vision, and you will be summoned to a hidden temple. As your Alteration and Conjuration skills advance, Kynareth and Hircine will demand offerings at this sacred and forgotten place. In return, you will be granted unique abilities.



===============
Shapeshifting Basics
===============

  • While shapeshifted, the different animal forms grant different bonuses like Strength, Endurance, and varying degrees of natural armor that animal hide provides.
  • You will have a regular attack, a special attack, and a special action, detailed in the spell list below.
  • To move, you control yourself in animal form as if you are mounted. To attack, Mouse Button 1 performs your regular attack, Mouse Button 2 performs your special attack, and the V Key performs your special action (if you have one). To shift back to humanoid form, hit the spacebar or whatever key you have set to dismount a horse.
  • The magnitude of your physical attacks in animal forms is determined by your Blunt skill, Strength, Fatigue status, Alteration skill, and Spell Effectiveness. And also your target's Armor and Resistances.
  • Your health in animal forms is determined by your health in humanoid form, plus any bonuses unique to the animal form.
  • Any resistances you have through race abilities, active spell effects, and armor/weapon enchantments will carry over to your shapeshifted form.
  • You will also be granted a shield effect through varying qualities of Animal hide, depending on your Spell Effectiveness.
  • Hitting an enemy while in animal form will increase your Blunt skill. Jumping will increase your Acrobatics skill. If you want your Athletics skill to increase while running in animal forms, download my mod http://www.tesnexus.com/downloads/file.php?id=37432.
  • With this dynamic way of determining various shapeshifted stats, the animal forms will scale with you.



==============
Summoning Basics
==============

  • In addition to the abilities to summon a wolf, bear, or lion that scale with you (up to a point), you will be able to summon creeping vine companions that emerge from the ground to attack your enemies. There are also two beneficial vines that you can summon on yourself.
  • The three distinct hostile vine types are Entangling Creeper, Poison Creeper, and Thorny Creeper. Entangling Creeper will emerge from the ground and immobilize multiple enemies at once. Thorny Creeper will do the same, but also damage them over time with lacerating thorns. Poison Creeper will quickly strike from the ground to infect them with poison and then find the next target. The vines cannot be attacked by your enemies.
  • The duration of the immobilizations is determined by your Conjuration skill, Spell Effectiveness, and a small random factor. The magnitude of damage and poison is determined by your Conjuration skill and Spell Effectiveness.
  • The vines feature custom sounds.



===========
Known Issues
===========

  • The shapeshifting spells are complicated, and will sometimes cause a CTD if there is a lot of other game processing going on. This has also been an issue with other mods that feature real shapeshifting. I've spent a crazy amount of time improving the success rate, but it's not perfect. I will continue to try different things.
  • Any mod that changes the mechanics of riding a horse could bring conflicts, as all the shapeshifting is done with custom mounts.
  • This mod puts you into the creature faction when shifting into an animal (so you can mingle with other beasts), and then takes you out when shifting back. This might bring conflicts with some mods because I know there are a lot out there like OOO that mess with factions. Not sure how to address this. If it's a problem, I could just eliminate all faction changes in the Druid Mod and there would be negligible impact.



===================
Recommended Other Mods
===================

  • http://www.tesnexus.com/downloads/file.php?id=37432. This will allow your Athletics skill to increase while you run in animal form.



===========
Version History
===========

  • 1.3:
    - Reduced speed of wing flapping animation for crow form and crow summon.
    - Changed location of temple to avoid conflict with Curse of Hircine Resurrected and Gates to Aesgaard.
    - Druid Armor updated with tweaked/improved meshes and textures from TumbaJamba.

  • 1.2:
    - Added measure to ensure Player remains 100% Resistant to Disease while in Wolf Form.
    - Changed method of receiving vision to avoid some kind of mod conflict regarding paralysis.
    - Increased speed of Rat Form.
    - Simplified quest scripts to improve timing.

  • 1.1:
    - Changed custom shield mesh to go completely invisible while shapeshifted.
    - Changed mechanics of shifting and healing/shield vines to be compatible with the mod Realistic Fatigue.
    - Fixed Summon Forest Wisp spell effect typo.
    - Added measure to make sure Player stays invisible while shifted to be more compatible with other mods.
    - Added failsafe measure to Dismiss Summoned Beast lesser power.
    - Various Readme additions.
    - Added special creature near temple entrance.

  • 1.0: Initial Release.


======
Credits
======

  • Even lone modders like me don't really make a mod alone. I'm sure I'll be adding more credits as Druid Mod Remade progresses.
  • Creative Input and Technical Help: Koniption, wetblanket, spookyfx, The Vyper, haama, Bruneauinfo, MorganaNiNuala, tejon, WillieSea, CDM_, Khettienna, QQuix, ghastley, washington, gyshall, Psymon, Elric of Grans, scruggsywuggsy the ferret, DragoonWraith, and Arkngt.
  • Resources Generously Shared: The http://obse.silverlock.org/ for making OBSE, http://waalx.com/RealSwordsForum/index.php for the bird model, http://www.tesnexus.com/modules/members/index.php?id=821003 for the custom axe and shield, and http://www.tesnexus.com/modules/members/index.php?id=1196961 for the custom armor and staff, and Hel Borne for the wolf statue.
  • Tools Used: The "http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures" Tutorial at the CS Wiki (by Andrew Maneri I think), The Oblivion Mount Project Animation Warper (by Andrew Maneri), http://www.tesnexus.com/downloads/file.php?id=8665 by TeamGecko, The Oblivion Construction Set, Notepad, Nifskope, XVI32 hex editor, and Adobe Photoshop Elements (with the DDS file plug-in).



==========
List of Spells
==========



Commune at the Temple
Granted when Quest begins
====================
Teleport to the Temple of Kynareth and Hircine. And while remaining inside the temple, you may teleport back to where you came from. But if you leave the temple, you will lose the ability to "recall" to your original location.


The Path of Hircine


Shapeshift into Deer
Requires Alteration Skill of 25
====================
Transform into a deer. You will be able to outrun most enemies and will have a high acrobatics skill. But your attacks are weak.

Mouse Button 1: Strike with Antlers
Mouse Button 2: A more powerful strike with hooves


Hibernate Beast
Requires Alteration Skill of 30
====================
Causes your target to fall asleep. The duration is determined by your Spell Effectiveness. Only "natural" creatures can be affected such as animals, imps, goblins. Undead and daedra will not respond. Only one creature may be hibernated at a time, and each creature may only be hibernated once.


Shapeshift into Wolf
Requires Alteration Skill of 35
====================
Transform into a wolf. Significantly stronger attacks than deer, with good fatigue regeneration. Your attacks have a good chance to infect your enemy with Rabies, a disease that drains Intelligence and stunts Magicka. And, you have the ability to toggle a "Danger Sense" on or off. While Danger Sense is active, you will know when a hostile creature or person comes within 80 feet, because you will growl and glow red for a moment.

Mouse Button 1: Bite
Mouse Button 2: Mangle (A powerful bleed over time effect)
V Key: Toggle Danger Sense


Charm Beast
Requires Alteration Skill of 40
====================
Causes your target to follow and fight for you for a time. The duration is determined by your Spell Effectiveness. Only "natural" creatures can be affected such as animals, imps, goblins. Undead and daedra will not respond. Only one creature may be commanded at a time, and each creature may only be charmed once.


Shapeshift into Ghost Wolf
Requires Alteration Skill of 45
====================
Transform into a ghost wolf. You have the ability to attack ethereal creatures like ghosts and wraiths, and are highly resistant to normal attacks. But your attacks against non-ethereal creatures have no effect. You also have the ability to walk on water.

Mouse Button 1: Ethereal Bite
Mouse Button 2: Ethereal Mangle (Drain life essence over time)
V Key: Frighten Undead


Master of the Outdoors
Requires Alteration Skill of 50
====================
Being outside automatically boosts your Speed, Acrobatics, Alteration and Conjuration skills, and if it's daytime you have a slight restore health effect.


Shapeshift into Rat
Requires Alteration Skill of 55
====================
Transform into a rat. Very sneaky. Can move close to enemies without them detecting you, but get too close and they will attack. Your distance from enemies, the amount of light on you, and your enemy's line of sight affects if you are seen. Your attacks are weak and your health is very low, so try to stay hidden. Companions have a way of ruining your stealth. You can also toggle night vision.

Mouse Button 1: Bite
Mouse Button 2: Bite (same attack - rat doesn't have a power attack)
V Key: Toggle Night Vision


Shapeshift into Lion
Requires Alteration Skill of 60
====================
Transform into a Mountain Lion. Faster and more powerful than wolf, and can toggle night vision. But you can't swim.

Mouse Button 1: Claw
Mouse Button 2: Shred (A powerful bleed over time that ignores enemy armor)
V Key: Toggle Night Vision


Shapeshift into Bear
Requires Alteration Skill of 65
====================
Transform into a large bear. Very powerful attacks and good health bonus. Attacks also damage your target's fatigue.

Mouse Button 1: Maul
Mouse Button 2: Bash (Damage enemy and send them flying from you)
V Key: Slam the ground and knock all around you off their feet


Shapeshift into Crow
Requires Alteration Skill of 70
====================
No combat ability, and can only cast if not in combat and while outdoors. You can fly. The direction you fly is determined by where you are looking, including up and down.


Shapeshift into Hircine's Pet
Requires Alteration Skill of 75
====================
Shapeshift into Hircine's wolf companion. Very, very powerful. Downright mean, not to mention rude, with horrible table manners.

Mouse Button 1: Bite
Mouse Button 2: Mangle (bleed over time)
V Key: Dread howl (All around you are paralyzed with fear)
B Key: Toggle Danger Sense



The Path of Kynareth


Summon Forest Wisp
Requires Conjuration Skill of 25
====================
A small wisp follows you and provides light. It has no combat ability. You also receive a spell to dismiss the wisp.


Entangle
Requires Conjuration Skill of 30
====================
A touch spell. A vine entangles a single enemy so they are unable to move. The duration of the entanglement is determined by your Conjuration skill, Spell Effectiveness, and a random factor. Ethereal creatures such as ghosts are not affected, because they have no physical form to grasp. Only one target may be entangled at a time.


Summon Wolf
Requires Conjuration Skill of 35
====================
Summon a wolf to follow and fight for you. The wolf will follow you until it dies. Cannot be active alongside Summon Lion or Summon Bear. You also receive a spell to dismiss the creature.


Healing Vine
Requires Conjuration Skill of 40
====================
Calls a beneficial vine to surface and immobilize you while providing a restore health effect. The magnitude of the restore health effect is determined by your Conjuration skill and Spell Effectiveness.


Poison Creeper
Requires Conjuration Skill of 45
====================
Summons a creeping poison vine to follow you. While in combat, the vine will quickly strike enemies one by one, infecting them with Creeping Poison, which drains their Strength and makes them Weak against Normal Weapons. This weakness will also cause your attacks against them while in animal forms to increase. The magnitude of the poison is determined by your Conjuration skill, Spell Effectiveness, and your enemy's Poison Resistance.


Summon Bear
Requires Conjuration Skill of 50
====================
Summon a black bear to follow and fight for you. The bear will follow you until it dies. Cannot be active alongside Summon Lion or Summon Wolf. You also receive a spell to dismiss the creature.


Entangling Creeper
Requires Conjuration Skill of 55
====================
Summons a vine to periodically surface and immobilize enemies. Multiple enemies may be entangled. The duration of the entanglement is determined by your Conjuration skill, Spell Effectiveness, and a random factor. The entanglement does not last as long as the single-target Entangling Vine spell, but does last longer than Thorny Creeper. Will not work alongside Thorny Creeper. Ethereal creatures such as ghosts are not affected.


Summon Lion
Requires Conjuration Skill of 60
====================
Summon a mountain lion to follow and fight for you. The lion will follow you until it dies. Cannot be active alongside Summon Wolf or Summon Bear. You also receive a spell to dismiss the creature.


Shield Vine
Requires Conjuration Skill of 65
====================
Calls a vine to surface around you, immobilizing and shielding you while reflecting physical damage onto attackers. The magnitude of the shield and reflect damage effects are determined by your Conjuration skill and Spell Effectiveness.


Thorny Creeper
Requires Conjuration Skill of 70
====================
Summons a vine to periodically surface and immobilize enemies while doing damage over time to them. Multiple enemies may be affected. The duration of the entanglement is determined by your Conjuration skill, Spell Effectiveness, and a random factor. The damage done to them is determined by the same factors (except that a random factor does not affect the damage). Will not work alongside Entangling Creeper. Ethereal creatures such as ghosts are not affected.


Kynareth's Pet
Requires Conjuration Skill of 75
====================
Summons Kynareth's Pet - the very bird that rests on her shoulder - to follow you. It does not attack, but grants bonuses to you and negatively affects undead and daedric attackers. You also receive a spell to dismiss the pet.

User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Wed Mar 30, 2011 1:11 am

Hey, awesome - gonna grab this now. I know you put a ton of work into it, so this should be real sweet. Thanks.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Wed Mar 30, 2011 11:48 am

A nice surprise to wake up to. Unfortunately, I'll have to wait till after work to play :sad:

Congratulations on the release!
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Mar 30, 2011 11:18 am

Gotta say, i love the idea of this mod and from the video's i have seen in the past, it looks great!

Installed, got my skill up high enough, bought the book, yada yada.

I got the deer form and went outside to use it and blammo, compatibly problem i believe.

As soon as i cast the deer form, it does the summon gfx, my character falls down, i see the deer for a second, then i stand back up in human form.

Im thinking it might be a problem with realistic fatigue or duke's archery mod. WIth realistic fatigue, when your stamina goes down to nothing, ya trip and fall over, which might be interupting the shapechanging form. I havent tried removing those to eliminate if thats the problem or not, since i just got everything and ran into that. It will be about 5ish hours before i can since taking off soon to hit the dentist. darn filling fell out over the weekend and i havent been able to drink coffee. I feel the end of the world soon if i dont get my coffee!! ;)

If someone else has this and one of those 2 mods, go ahead and toss up if works or not, by the time i get back. Ill toss up my insane mod list anyways. If ya look at it, you
'll probably see 2 mounted mods in it. Im working on a clean save with those not enabled, i figured they might interfear and as it turns out, something else is, lol.




Spoiler
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Everything looks great tho so far, even the torch in the entrance for us people with darker dungeons! A++ for that ;)
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Wed Mar 30, 2011 1:46 pm

Yay, it's here! :celebration:

I've just installed it, but haven't actually tried it out just yet. If I have anything useful to say, I'll pop back here and do so. :)

Cheers! :foodndrink:
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Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Wed Mar 30, 2011 8:15 am

Hey Trandisher,

I don't know how Realistic Fatigue works, but does it cause you to fall over if you are over-encumbered? Because I purposely over-encumber the Player during the shapeshift process to get you to stay still for a second to facilitate a higher success chance of shifting.

I could probably change that to an alternate method without too much trouble.

Hey Gyshall, Wetblanket and Breton Paladin - thanks for sticking with me during WIPz. Enjoy! And I'm still open to suggestions. :)
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anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Mar 30, 2011 8:49 am

Hey Trandisher,

I don't know how Realistic Fatigue works, but does it cause you to fall over if you are over-encumbered? Because I purposely over-encumber the Player during the shapeshift process to get you to stay still for a second to facilitate a higher success chance of shifting.

I could probably change that to an alternate method without too much trouble.



It does. I also use a backpack mod so i can dump everything except my equiped items, mainly for fatigue with real fatigue. When i droped my stuff and did stag form, same thing happened. fell over and didnt shift.

Anywayz, dentist got canceled due to high blood so im back alot earlyer. I did a clean save with realist fatigue disabled, and everything worked. Atleast i went into a deer and pranced around for a few ;)

So ya, basicly line is. It does cause a incompatability with http://www.tesnexus.com/downloads/file.php?id=10925 with the overburden part.
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Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Wed Mar 30, 2011 4:33 am

Great - thanks for letting me know :)
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Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Mar 30, 2011 9:29 am

Currently playing around with it, and so far it is great fun. I got cornered by bandits and hid on a rock, only to have an ogre come out of nowhere and destroy the bandits. I was quite worried for my character, only to remember the hibernate power. I put the ogre to sleep, shapeshifted into a deer, and bolted away before it woke up. :thumbsup: My only issues have been my summoned animal deciding to be hostile to NPCs who weren't even attacking me, dying, and then it still being dead when I try to summon a new one. There is also a minor problem if I enter combat while shapeshifted, the attack controls do not work. However, if I shapeshift during combat instead, it works just fine. I'm not sure if that is intentional or not. Overall, great fun, thank you for your hard work, pimpskinny!
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Wed Mar 30, 2011 12:42 pm

I was able to play around with this a little last night. Pretty sweet. I have the Duke Patrick combat mods, including the archery mod, and didn't notice any compatibility issues, but I had this mod loaded after my bash patch so it could have been overriding the DP mod. The only minor issue I had was when shifting to the wolf while having Kynareth's shield equipped. There would still be a floating black disk. Unequipping the shield made it disappear, so I'm assuming it has something to do with how you got rid of the PC. It could have something to do with my mods, maybe (I have no idea).

The big problem, though, is now I have to (want to/will) start a new character because my current has no skill in conjuration. I don't think I've ever had a character over level 30 because I'm always starting new ones. :hehe:
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Wed Mar 30, 2011 11:35 am

Lost Mage, I love the bit about the ogre - those are exactly the kind of tricks I imagine a druid pulling :D

The summoned wolf does tend to attack people, it's true. Currently the mod puts you in the Creature Faction when shifted, which allows you to mingle with certain beasts while in animal form. And to make sure your summons don't ruin that, they are also in the Creature Faction, which makes NPCs start combat with them. I'm considering changing it so your summons and you are always in the Player Faction, like a typical summon spell, so it is predictable behavior and to cut down on any conflicts with mods that change factions around.

I'll check the wolf script and see if I can see a reason for it staying dead.

dike_j, I hadn't tried shifting with the custom shield equipped yet (I don't think). But this might be beyond me to fix. I know very little about models, etc. (I borrowed all the custom armor etc from other modders) and probably woudn't know how to change much of anything about it.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Wed Mar 30, 2011 11:52 am

Just found a small typo with the spell "Druid: Summon forest Wisp"

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot24.jpg
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Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Wed Mar 30, 2011 10:57 am

Doh! Thanks, Illius!
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joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Wed Mar 30, 2011 2:33 pm

Okay, so a second summon of the wolf bypasses the "dead" one and brings a living one out. However, my new bear doesn't want to be dismissed by the pet dismiss spell.

Update:
Okay, the lion doesn't respond to dismissal either. However, Kynraeth's Pet does.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Wed Mar 30, 2011 3:24 am

Hmmmm - LostMage, you're casting Dismiss Beast for the wolf, bear and lion? Just making sure.
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Tue Mar 29, 2011 11:55 pm

Yes. It works for the wolf, but not the other two for some reason. o_0 Do you want a load order?

And, I've unlocked all the powers, and everything beyond the lack of dismissal for lion and bear seems to work wonderfully.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Wed Mar 30, 2011 1:28 am

Had a play last night. The written stuff - books, messages from Kynareth and Hircine etc - was especially enjoyable. I find myself hoping I run into a particular character out in the wilderness, but that's not likely is it? (Don't answer this question!)

My load order is a mess at the moment as I'm experimenting rather than playing so I won't raise any issues I don't see mentioned by others (all minor anyway). However regarding that shield issue:

It appears to only be 'Kynareth's Bark', and more specifically, only the centre portion (black disc with stars). I had a look in NifSkope (a rather forlorn hope since my skills here are limited) and noticed a block called 'NiTextureTransformController'. Apparently this is to do with animation and requires a *.kf file. I say 'apparently' as I had to look it up and understood only a fraction of what was written! I'll try deleting some blocks and see if it makes a difference. If it appears this is indeed the issue you can get someone who knows what they are doing :D to fix it for you.
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Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Wed Mar 30, 2011 1:47 pm

Doh! Thanks, Illius!


Your welcome, and really nice that the wisp is now fast. :)
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Wed Mar 30, 2011 12:57 am

I deleted the following blocks:

27 NiTextureTransformController
28 NiFloatInterpolator
29 NiFloatData
34 NiVertexColorProperty
(Note that NifSkope will renumber the remaining blocks after each deletion so the numbers will change slightly)

Made the following edits:

24 NiTriStrips\Num Properties - set to 4
26 NiTexturingProperty\Base Texture\Has Texture Transform - set to 'no'
31 NiTriStripsData\Has Vertex Colors set to 'no'
(Note the block numbers will be different before the deletions above)

This seems to work :) You can see a faint 'ghosting' of the shield during the tranformation but from then on it's invisible. I suggest you get a pro to check it out though - I'm not being modest when I say I don't really understand most of this :D
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megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Wed Mar 30, 2011 2:01 am

LostMage - Crap I'll look at it. I must have summoned and dismissed a hundred times without issue. Maybe the Dismiss spell through some rare fluke is keeping the wolf as its target. Maybe I can add some failsafe to the script. BTW, I don't think load order would matter.

Wetblanket - Thanks for cracking open the nifs! You know a LOT more about nifskope than I do. I try out your edits.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Mar 30, 2011 2:23 pm

Had a play last night. The written stuff - books, messages from Kynareth and Hircine etc - was especially enjoyable. I find myself hoping I run into a particular character out in the wilderness, but that's not likely is it? (Don't answer this question!)


Sweet, you read the books! I put some thought and time into the books and messages. And that "encounter" you were hoping for ... that was totally on my to-do list prior to release, but forgot about it. I'll add that to my update list :).
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Wed Mar 30, 2011 10:26 am

I'm having a problem at the beginning of the mod. I get the book, read it, go outside and I get two quest windows in succession. I hit continue on each, and they close. But I have now lost all control over my character. I am frozen and can't move, cast a spell, turn, etc. I went into the console and typed EnablePlayerControls but this didn't help.

Any idea of what might be causing this?
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Wed Mar 30, 2011 4:14 am

Two things:

- Is this a repeatable event (same thing, same place, each time)?

- Post a load order inside spoiler tags.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Wed Mar 30, 2011 1:31 am

Sweet! Druid Mod is released! :celebration:

Now i need to get my Nord Barbarian to do some serious Alteration training, (he's more the Me-Hulk-Me-Smash type, but i think he will manage, this will take me some time with Oblivion XP installed though).

Congrats again on the release and ill post any possible conflicts with FCOM.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Tue Mar 29, 2011 11:41 pm

Sweet! Druid Mod is released! :celebration:

Now i need to get my Nord Barbarian to do some serious Alteration training, (he's more the Me-Hulk-Me-Smash type, but i think he will manage, this will take me some time with Oblivion XP installed though).

Congrats again on the release and ill post any possible conflicts with FCOM.


Do not forget conjuration. :)
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Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

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