Mog*Mod Thread: #11

Post » Wed Apr 06, 2011 2:38 pm

BTW are the verts considered breakers? or something else altogether?
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George PUluse
 
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Post » Wed Apr 06, 2011 4:08 pm

Something else, definitely.
I included them in my previous post only for consistency (as the values I suggested were based on the meshes sizes. I couldn't let the Verts to their default values.)
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Rachel Tyson
 
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Post » Wed Apr 06, 2011 8:27 pm

I don't think http://i205.photobucket.com/albums/bb98/bigmadtony/brokenlegshurr.jpg'll get better no matter where you hold the spear.

I mean, christ.

...

Also have a better (!) picture of http://i205.photobucket.com/albums/bb98/bigmadtony/betterlancehurr.jpg.

And also http://i205.photobucket.com/albums/bb98/bigmadtony/maskthingdurr.jpg


Interesting...

The spear and saber models are fine, but IMO the textures are too dark. You should make them more colorful and contrasted, as Niki Kuriton did in her Moogle Temple Mod. Also, to fit the cartoony theme of the Moogles, I would suggest more eccentric, exaggerated design.

Though I like the concept, I'm not too fond of the mask-thingy at this point. Too angular, doesn't seem to take the shape of the head and eyes into account... Also it probably won't fit the slant-eyed Mogs.

I have yet to install the latest M*MCP, but I remember the previous version could use a modeler: some items (the masks, boots, greaves and maybe the cuirasses, if I'm not mistaken) were missing proper ground meshes.

Marb, the archive of M*MCP 2009 contains no readme. Did you keep track of the changes since last version?
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Stephanie Valentine
 
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Post » Wed Apr 06, 2011 2:35 pm

Interesting...

The spear and saber models are fine, but IMO the textures are too dark. You should make them more colorful and contrasted, as Niki Kuriton did in her Moogle Temple Mod. Also, to fit the cartoony theme of the Moogles, I would suggest more eccentric, exaggerated design.

Though I like the concept, I'm not too fond of the mask-thingy at this point. Too angular, doesn't seem to take the shape of the head and eyes into account... Also it probably won't fit the slant-eyed Mogs.

I have yet to install the latest M*MCP, but I remember the previous version could use a modeler: some items (the masks, boots, greaves and maybe the cuirasses, if I'm not mistaken) were missing proper ground meshes.

Marb, the archive of M*MCP 2009 contains no readme. Did you keep track of the changes since last version?


Well, those textures were me basically spending a week going OH HELL WHY IS THIS NOT WORKING and just trying to get a placeholder in. And then realising that I can't texture to save my life. I'll admit, everything I've done modelling wise is basically based off some of the armour of FFXI. Also bear in mind that this is basically all I've done model wise.

The mask looks a little better with subsurf applied, but that means billions of faces and seems like a cheap workaround for a boring model.

Also: was the M*MCP the one that added the Kuporian armour? I had to go through that and change the model of the boots because the clipping made me want to punch walls. It looks a lot better IMO, but it's a pretty skuzzy workaround. I don't know if there's a way to physique it or something.
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Fluffer
 
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Post » Wed Apr 06, 2011 10:29 am

Marb, the archive of M*MCP 2009 contains no readme. Did you keep track of the changes since last version?

Yeah, I did document the changes I made in a readme, and I made sure to to document every new item and creator... but when it came time to bundle it all up it had been a while ( a month or so) and I forgot that I did make changes to the readme. So, I accidentally deleted the newest readme file when I completely uninstalled MW.

I'm about to go to sleep, so this will be incomplete/wrong:
-Mog Claw weapons added
-Values for various items changed according to suggestions discussed in this thread.
-Rebalanced and renamed some/most items from the "Mog Temple" mod.
-"mini-mogs" from my "Moglits" mod added (I think)
-"More Breaker Swords" mod integrated into mod, as well as "Kupo Nut Bombs", but neither are dependent on the original mods.

The important parts of the lost readme are the creator credits, though.

I suggest, if you're going to update the MMCP, to have the original beta version and then over-write it with the Nov2oo9 version, and then work from there. That way you should have all the proper files and a readme to add to. If you download most of the mods from the first post of this topic you'll have all the files needed. The Nov2oo9 download has a TESFiles log of the missing files, though, for easier searching.

I do not intend to add to it anymore in the future.
If, and that's a big IF, I decide to do anything with mogs, I might test out a Starfires NPCs Addon. But don't hold your breath.

Right now I'm more interested in actually playing the Game it self, and not modding it.
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Abi Emily
 
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Post » Wed Apr 06, 2011 11:52 am

This line of discussion has diminished the spirit of this thread, which is to preserve and
enhance what has been made for Morrowind's Mog mod. A discussion about efforts in
Oblivion are mostly wasted here (seeing as this is the Morrowind modding section, obviously).

Such only serves to frustrate oneself, rather than fostering morale and encouraging those
that remain here (loyal and steadfast to the mod at hand). Whinging about what might or
might not be is counterproductive, really :( .

Best to live and let live :nod:

Take Care, enh?

:angel:
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Javier Borjas
 
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Post » Wed Apr 06, 2011 2:00 pm

There comes a time when being nice about something is no longer sufficient.

Excuse me?

Being nice is one of the requirements of being a guest of these forums.

If you want a condensed version of the rules, these are they: "Be Nice".

Modding is a hobby based around a community. The only way that modding gets to continue is not because words like "incompetence" are bandied about, but because people are kind and encourage each other.

If you think you can do better, do better - but do not require of other people more than they are willing to contribute. It is their hobby - something they do for fun.

The best improvements in anything I've seen are simply because somebody has quietly and without fuss uploaded something good and other people have copied it and made their own versions of it and built upon those foundations - all entirely without "drama". Generally speaking, the modders who have most contributed and benefited the community have been the most humble and collaborative.

There is no place for rudeness on this forum.

Shall we get back on topic now? :stare:

:edit: I've deleted the destructive, off-topic and downright rude posts from this thread. The only criticism here that is welcome is constructive criticism. I expect better from this forum.
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Hairul Hafis
 
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Post » Wed Apr 06, 2011 8:33 pm

I had a sudden thought last night.

I wonder if perhaps there's a way to make the mog mod compatible with normal helms by default via shrinking the body parts then adjusting the scale in the CS accordingly?

(Not actual values, just example:)

Scale the head by -1.5x to make the helmets fit

Scale the rest of the body parts to accommodate.

In the CS, set the male and female height to accommodate.


If my theory is correct, the body should remain the same visual wise, but helmets should auto-scale to accommodate the new head.



Nevermind. Its a stupid idea.


Oh and i'm done converting the Ren's hairs mod. Will tack it onto an merge-addon for the community patch (I assume thats a work in progress still?)
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Julia Schwalbe
 
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Post » Wed Apr 06, 2011 10:07 am

I had a sudden thought last night...


If anything, it sounds like it'd screw up camera positioning. Or possibly make the body deformed hugely, since I don't know how tiny / huge bodyparts'll make the skeleton look.

Besides, doing tentative scaling experiments, it looks like the head shapes are just too different for that to work.

Or rather, you can, but you have to reposition the moogle head somewhere and I don't know what effect that'll have on the model. Probably nothing good. You'd probably have to screw around with bones, or something.
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Heather beauchamp
 
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Post » Wed Apr 06, 2011 7:43 pm

If anything, it sounds like it'd screw up camera positioning. Or possibly make the body deformed hugely, since I don't know how tiny / huge bodyparts'll make the skeleton look.

Besides, doing tentative scaling experiments, it looks like the head shapes are just too different for that to work.

Or rather, you can, but you have to reposition the moogle head somewhere and I don't know what effect that'll have on the model. Probably nothing good. You'd probably have to screw around with bones, or something.


Yeah I know I tried it, It didn't quite work.

Hence why I Struck it out.


ANYWAY, about that thing i'm working on......



Heres a whole list of features I have for it:

BREAKERS:
REBALANCED:
Breakers are now very very powerful weapons... but also insanely slow and cumbersome. Think of them as a cross between a war hammer, a knife, and a halberd!
Breakers now do 2x damage to chop, 1.5x damage to slash, 1.0x damage to stab. They also have extended reaches, I used AfroKing's calculations for those.) The trade off is that they are now extremely slow (.75 speed. Fastest is the glass breaker at .85 speed) and extremely heavy (1.5x weight)!

There are a few exeptions to the damage rules:

EBONY BREAKERS: Ebony breakers now act like large, cumbersome broadswords. They do the same damage all around.

Dwarven breaker: Dwarven breaker (non-tainted) now does a whopping 2.5x damage chop and 2.0x damage slash! It also has the largest reach of all the breakers! However, it suffers several downsides:
- Its every bit as heavy as a daedric breaker @ 121 pounds (or whatever the unit of measurement is)
- its also the slowest breaker around!
- Due to the lack of a tip, thrusting it does little damage (5 at best)

Dwarven Breaker (Tainted): The tainted version trades size (reach), and damage for dramaticly reduced weight and speed (almost as fast as a glass breaker)


(WIP): Moogle Affinity.
For all other races the Breakers are slow, heavy. Almost to the point that normal adventurers can't use them, and are strictly. Moogles however have a certain affinity for these weapons, and not only are they much faster with them, but they can also hold them ONE HANDED! (there will be a patch for those that would rather have them 2 handed).
It works like this: The ones you see in shops etc will swap out with a special "moogle" version when you equip them that are 1 handed and much faster.
(I'd have used some other method to increase the weapon speed, but I can't seem to find any.)
(as a consequence I had to get rid of the mundane enchanted versions of the breakers. There is simply too many of them to make scripts for all of them at the moment. Technically they're still in, you just can't buy them at the moment. And the one you have won't use the moogle affinity ability.)

RACE STATS AND ABILITIES
NAME
Moogle (white ones) Renamed to "High Moogle" to put it more in line with the http://www.dandwiki.com/wiki/Machall_Moogle_%28DnD_Race%29.
ABILITIES
Moogles now have their wing abilities split into two separate parts. The permanent ability which increases jump SLIGHTLY (10) and a slowfall to prevent fall damage (2); and a new "On Demand" Jumping ability with increased slowfall (7+) and jump (30+)
Also included is a "Fly" ability. A very fast levitation ability which simulates flying. However this is very physically exhausting (-5 fatigue per second for 40 seconds). Lasts for 30 seconds, and has a 40 second slowfall of 7 (for a 10 second window after the levetation ability wears off)
DESCRIPTION
New Description based on the http://www.dandwiki.com/wiki/Machall_Moogle_%28DnD_Race%29.
KAGE MOGS
INTEGRATION OF KAGE MOGS! they receive all the same bonuses as their light counterparts. However, they also have their "live in the shadows... die in the shadows" abilities.

HAIRS
over 100 new hairs, thanks to a conversion of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5357... Ren's for Ren? Ha ha!




and thats about it.
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Dark Mogul
 
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Post » Wed Apr 06, 2011 11:17 am

+Checked all links
+Added MMCP
-Removed a bunch of dead links
*Needed replacement links for mods listed under the old section
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Red Sauce
 
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Post » Wed Apr 06, 2011 9:48 pm

*Checked all kinks
*Removed a bunch of dead links
*Added MMCP
+Needed replacement links for mods listed under the old section

You might want to add a link to the MMCP version that was right before the Nov2oo9 version (beta 1. Nov09 being Beta 2). The older one should have the missing files, and the original ReadMe file in it.

Just for convince, here's the error log from TESFiles:
(some of these files might just be MCA files that are included in lev lists or something?)
=================================================================   TESFILES V3.06 ERROR FILE   MogMod Community PatchSat Nov 21 5:32:51 AM Eastern Standard Time 2009=================================================================	^[MISSING] {_mog_AlmIndoril_mask.dds}	^[MISSING] {VA_A_INDORIL_HELMETMASK.dds}	^[MISSING] {_mog_Indoril_Helmet.dds}	^[MISSING] {tx_a_orcish_helmet00a.dds}	^[MISSING] {TX_A_wwa_SO_Hood.dds}	^[MISSING] {dermora_head_M_hair01w.tga}	^[MISSING] {_1env_map.tga}	^[MISSING] {_Phij_reflectionGold.tga}	^[MISSING] {_Phij_Tranquility_blade_edge.tga}	^[MISSING] {_Phij_reflectionSilver2.tga}	^[MISSING] {_Phij_DS_orbref.bmp}	^[MISSING] {_Phij_reflection.dds}	^[MISSING] {glow.tga}	^[MISSING] {bolt1.tga}	^[MISSING] {bolt2.tga}	^[MISSING] {bolt3.tga}	^[MISSING] {Lucky skirt.tga}	^[MISSING] {Cheveux Blanc-noir A.dds}Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/glow.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/HS_glow.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_Phij_Tranquility_blade_edge.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBracer_Dark.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_Phij_reflection.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBoots_Chrome.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_mog_Indoril_Helmet.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/MOG_v4/A/mog_indoril_helm.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/bolt1.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/DS_glow.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/TX_A_wwa_SO_Hood.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/SP/Mogs/hood.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/Lucky skirt.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/Moogle Clothes/Lucky skirt.nif"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/bolt3.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/DS_glow.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_Phij_reflectionGold.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBracer_Gold.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/Cheveux Blanc-noir A.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/Moogle Weapons/wyvern_wng.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/bolt2.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/DS_glow.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_mog_AlmIndoril_mask.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/MOG_v4/A/mog_TR_alm_helm.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/dermora_head_M_hair01w.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/SP/Mogs/uppercrust mog.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_Phij_reflectionSilver2.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBracer_Chrome.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_1env_map.tga".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBracer_Silver.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/VA_A_INDORIL_HELMETMASK.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/MOG_v4/A/mog_indoril_helm.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/tx_a_orcish_helmet00a.dds".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/MOG_v4/A/mog_orc_helm.NIF"Cannot find file "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Textures/_Phij_DS_orbref.bmp".... owning NIF: "C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/_1MogBracer_Black.NIF"=================================================================DONE 00:00:43 Output "C:/Program Files/Bethesda Softworks/Morrowind" 372 Files 63318420 Bytes

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REVLUTIN
 
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Post » Wed Apr 06, 2011 1:18 pm

Well guys (and gals) I'm sad to inform you that real life has once again reared it's ugly head in my exsistance. I no longer have regular PC acess. So my mod is on indefinite hold, If anyone wants to pick up the idea(and armory for all your moogle needs) and run with it feel free to use the exsiting files as a base. I really want some steamwork moogles as guards and to add some advertising based quests, handing out flyers and putting up posters, oh well.

Reading this thread with all the improvments in the M*MCP just in the last two months makes me wanna play again! Ok enough of my babbling.
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Etta Hargrave
 
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Post » Wed Apr 06, 2011 10:44 pm

Probably not the sort of place to request it (maybe I should post this in the TES3:CS part of the forums) but a few things I need before I release my patch, as its almost done.



1. Mog Flight: I need to know how to script that spell so it will auto dispel both the mog flight spell and the fall-damage stopper ability if your fatigue runs out, and restore the later when you have >10% of your fatigue back.





Edit: there may be a delay in its release as I suddenly had an idea for a feature to implement.

basicly I have the feature that switches out the slow, 2 handed breakers out for identical, 1 handed, much faster ones if your a mog (mog affinity). That gave me the thought however:

If I can do this for BREAKERS, why can't I do this for ARMOR AND EQUIPMENT as well?

So in other words: instead of having to buy special mog equipment at stores and such, All armor will be auto-swapping if your a mog. The minute you pick up say... a glass helm, it will remove itself from your inventory and be replaced with the mog equivalent.


You'll still be able/have to buy mog-specific items at stores (Kuporian boots for example), or items that have no vanilla equivilent (Dwemer Gauntlets, Daedric bracers, etc) But other items that have vanilla equivlents (Glass helms, Her hand's Helmets, Wraithguard, etc) will be auto-swapping.
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Taylor Tifany
 
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Post » Wed Apr 06, 2011 12:04 pm

@ Sage of Lightning

Well, I assume an "indefinite hold" is better than a final stop, right? :shrug:
Good luck with your RL issues. Hopefully we'll see you around again soon. (The good thing with life being that it has lot more to offer than this annoying "ugly head"...)

@ wheatthin

+Needed replacement links for mods listed under the old section


The links from MMH have been changed, for some reason, but the mods are still available from the site. Here are the current working links:

http://modhistory.fliggerty.com/index.php?dlid=5721
http://modhistory.fliggerty.com/index.php?dlid=5594
http://modhistory.fliggerty.com/index.php?dlid=5619
http://modhistory.fliggerty.com/index.php?dlid=5639
http://modhistory.fliggerty.com/index.php?dlid=5727
http://modhistory.fliggerty.com/index.php?dlid=5330
http://modhistory.fliggerty.com/index.php?dlid=5349
http://modhistory.fliggerty.com/index.php?dlid=5328
http://modhistory.fliggerty.com/index.php?dlid=5331
http://modhistory.fliggerty.com/index.php?dlid=3150
http://modhistory.fliggerty.com/index.php?dlid=5680
http://modhistory.fliggerty.com/index.php?dlid=5633
http://modhistory.fliggerty.com/index.php?dlid=5719
http://modhistory.fliggerty.com/index.php?dlid=5661
http://modhistory.fliggerty.com/index.php?dlid=7202

I should add that some of the download links gave me several "error" pages before actually starting, but all the ones I tried eventually worked (including Mog*Mod v1.0 that I uploaded a few days ago).

There are still a few links missing. I will add them later.

@ rylasasin:

:goodjob:
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Taylor Thompson
 
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Post » Wed Apr 06, 2011 6:20 pm

@ rylasasin:

:goodjob:


Change of plans.

Instead of auto swapping (a process I found to cause CTDS if you use companion share or take stuff out of a container), at the beginning of the game you will instead find a weightless item in your inventory called the "Mog magic armor morpher". You will be able to drop this item, and when activated any vanilla boots, helms, etc will be converted to mog equivalents.


You will either have to start a new game or visit the census office again when you load this patch for the script effects to start. Odds are though you'll start a new game anyway to take advantage of the new hairs
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Oyuki Manson Lavey
 
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Post » Wed Apr 06, 2011 8:07 pm

+Added new links from fliggerty site (None of them work for me, but does not mean they will not work for you.) Thanks AfroKing for tracking them down.
*Marbred - Is Nov2009 Beta 1 the three parts uploaded on rapidshare, the one up on PES, or do I need you to post a link?
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Shelby Huffman
 
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Post » Wed Apr 06, 2011 9:07 pm

http://i205.photobucket.com/albums/bb98/bigmadtony/better.jpg The textures probably won't change this century, though.

Only problem is I don't know how to show hair as well, at the moment - evidently I need to do a few more things to the model (like physique it, probably) and attach it to the clavicle, or something. I was looking at some other stuff, and it's probably to do with the model.

Oh well.
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Nicole Mark
 
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Post » Wed Apr 06, 2011 4:34 pm

I need an answer to this....



Is anyone (still) working on the Mog Mod Community Patch? or am I free to release an update for it right off the bat?


I just need to figure out how to make it so moogle flight dispells when you run out of fatigue, and thats it. The update is ready for release.
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Emily Jones
 
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Post » Wed Apr 06, 2011 10:10 am

http://i205.photobucket.com/albums/bb98/bigmadtony/better.jpg The textures probably won't change this century, though.

I can't modal on the computer, but I think I'd be cool if this was extended to look http://i53.photobucket.com/albums/g60/Kagouti_MW/mogfaceguardMrd.jpg. It's just an idea, and a very rough drawing. But I think it'd be cool.

I need an answer to this....
Is anyone (still) working on the Mog Mod Community Patch? or am I free to release an update for it right off the bat?

I'm not.
But I suggest that anything added to it that makes changes to abilities be made modular.
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Kayla Bee
 
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Post » Wed Apr 06, 2011 1:54 pm

@ Big Mad Tony

http://i205.photobucket.com/albums/bb98/bigmadtony/better.jpg The textures probably won't change this century, though.


It looks much better. I like the added volume.
Have you tried this model on the sleepy-eyed Moogle heads?


@ wheatthin

Thank you for updating those annoying, whimsical links.
I eventually located the remaining ones:

http://modhistory.fliggerty.com/index.php?dlid=2913
http://modhistory.fliggerty.com/index.php?dlid=2920
http://modhistory.fliggerty.com/index.php?dlid=2842
http://modhistory.fliggerty.com/index.php?dlid=2805 (a.k.a. Mog Helms)
http://modhistory.fliggerty.com/index.php?dlid=2806 (a.k.a. Ger's Mog Fixes)
http://modhistory.fliggerty.com/index.php?dlid=5168
http://modhistory.fliggerty.com/index.php?dlid=4821

I also found some "new" ones:

http://modhistory.fliggerty.com/index.php?dlid=5882
http://modhistory.fliggerty.com/index.php?dlid=5186
http://modhistory.fliggerty.com/index.php?dlid=4287 (No readme in the archive, but the size is different from other "Mog Hair" mods)
http://modhistory.fliggerty.com/index.php?dlid=4393 (No readme either. Again, no idea how different it is from Mog Hair 1.20, put aside the size of the archive)

There is also a "http://modhistory.fliggerty.com/index.php?dlid=5700" file that may or may not be Glowy Blue Moogle Texture Replacement.
Unfortunately I reached the download limit before I could download and try most of them... (Actually I was not even aware there was a download limit at MMH :hehe: )


Is Nov2009 Beta 1 the three parts uploaded on rapidshare, the one up on PES, or do I need you to post a link?


I believe the links in the OP should be:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7917 (the good ol' one, salvaged by Sage of Lightning)
http://rapidshare.com/files/316264075/MogModCommunityPatch_Nov2oo9.zip.html (v0.6? The latest update by Marbred)
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Nichola Haynes
 
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Post » Wed Apr 06, 2011 2:44 pm

@ Big Mad Tony
It looks much better. I like the added volume.
Have you tried this model on the sleepy-eyed Moogle heads?


It fits fine physically, but in both the totally-shut version and the slightly-open version, the eyes are just a little obscured. In that all the poor critter would see is armour. I mean, they ain't seeing much as it is, but yeah. I can probably lower things a little, though.

I can't modal on the computer, but I think I'd be cool if this was extended to look something like this. It's just an idea, and a very rough drawing. But I think it'd be cool.


Hah, that would work for a heavy armour version, if anything. Cheek guards, and maybe a chin strap if I can get that working right. Also makes me think they'll start yelling to STOP RIGHT THERE, CRIMINAL SCUM.

I'm working on making them a little wider still. They still seem a little thin in game.
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lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Thu Apr 07, 2011 12:39 am

Well I'm done with the next community patch update.

Decided to cut out the "moogle flight" feature due to it glitching all the time and not giving back the no-falldamage ability.

I just have a few more minor tweaks and it'll be done
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Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Wed Apr 06, 2011 1:58 pm

Well I'm done with the next community patch update.

Decided to cut out the "moogle flight" feature due to it glitching all the time and not giving back the no-falldamage ability.

I just have a few more minor tweaks and it'll be done




Okay it should be done, where can I post it so It can be uploaded?
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Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Wed Apr 06, 2011 11:19 am

What about http://www.rapidshare.com/? It worked for Marbred's M*MCP 2009. ;)
There is also http://www.mediafire.com/.
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Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

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