Mog*Mod Thread: #11

Post » Wed Apr 06, 2011 5:02 pm

Ah yes, the cardboard tube one is the one I was looking for. Thanks a lot!

Of course, don't stop with just the "official" ones, look in the more obscure places too, like DA or Furaffinity (actually I've looked there already, but maybe you'll find one I haven't?) or other even lesser known places.
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Steve Smith
 
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Post » Thu Apr 07, 2011 2:18 am

And this is where I renounce my godhood because these are kinda bad and totally unreleasable for the simple fact that the textures were shamelessly, shamelessly ripped from elsewhere and I'm fairly sure this doesn't count as fair use or whatever. Mostly this was done to see how they'd look, really.

Also, terribad screenshots. Oh, how I damn well spoil you.

http://i205.photobucket.com/albums/bb98/bigmadtony/lances.jpg

http://i205.photobucket.com/albums/bb98/bigmadtony/tuuuuuuuuuuuuubes.jpg

http://i205.photobucket.com/albums/bb98/bigmadtony/sobad.jpg

http://i205.photobucket.com/albums/bb98/bigmadtony/terrible.jpg

http://i205.photobucket.com/albums/bb98/bigmadtony/thesize.jpg
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Mrs shelly Sugarplum
 
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Post » Wed Apr 06, 2011 12:21 pm

http://i205.photobucket.com/albums/bb98/bigmadtony/thesize.jpg

:blink: That's a spear?
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Mason Nevitt
 
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Post » Wed Apr 06, 2011 12:10 pm

And this is where I renounce my godhood because these are kinda bad and totally unreleasable for the simple fact that the textures were shamelessly, shamelessly ripped from elsewhere and I'm fairly sure this doesn't count as fair use or whatever. Mostly this was done to see how they'd look, really.

You will regain your godhood if you manage to fix the texture issue and release the whole pack. (There will never be enough mog-sized spears. :nod: )
And you know I want this cardboard tube in my game.
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Sammygirl500
 
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Post » Wed Apr 06, 2011 9:03 pm

Odds are low, to be honest. I'm not exactly great (read: atrocious) with the manufacture of textures, and I can never get it looking even remotely normal instead of something looking like it's been dipped in cheap poster paint before getting frustrated, giving up and dropping the whole thing for four months.

I mean, if someone wanted to take a stab themselves I'd gladly hand over the models, but I wouldn't have described the models themselves as particularly impressive. I mean, they're basically all glorified cylinders. Except for the cardboard tube, which IS a cylinder.
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Tanya Parra
 
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Post » Thu Apr 07, 2011 2:00 am

I wonder, could anyone make the robes seen in the snow one? I mean, we have the hood, but not the robes?



Also I should reinstall morrowind, just so I can get to working on helmets again. Last I was working on was something for HELLUVA, helmets to be precise. Though I've forgotten most of my procedures I used.

I did manage to find the project. At the time however I only got the Heavy stuff done (at least I think it was the heavy pack) and of course, only the helmets.

http://www.mediafire.com/file/commirmqywd/HELLUVA_A.A._Heavy_MOG.rar

I'm not skilled enough to tamper with the gauntlets. Also a lot of these are untested.

though speaking of gauntlets, it seems we should continue working on those as well.
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Emily Rose
 
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Post » Wed Apr 06, 2011 10:19 pm

does anyone have the most recent community patch? and even better, my addon to it (both links are dead by now)
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lisa nuttall
 
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Post » Wed Apr 06, 2011 1:40 pm

http://rapidshare.com/files/397580221/Mog_Mod_Community_Patch_Nov2oo9.7z.html

http://rapidshare.com/files/397589068/MCP_Addon_IAMELIPHAS.7z.html

(Both repackaged with 7Zip, out of pity for my slow connection.)
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Symone Velez
 
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Post » Wed Apr 06, 2011 12:02 pm

http://rapidshare.com/files/397580221/Mog_Mod_Community_Patch_Nov2oo9.7z.html

http://rapidshare.com/files/397589068/MCP_Addon_IAMELIPHAS.7z.html

(Both repackaged with 7Zip, out of pity for my slow connection.)



I seem to have found both just after you posted that, in my previous install of window's mod folder. I honestly didn't even know I still had morrowind installed on that HD still.


Anyway, I've resumed work on the HELLUVA patch (mog helms for HELLUVA) This time on the medium set, which appart from one mask (hood with a mask, was attached to skeleton) is going smoothly so far.


I have to ask though, does anyone know who did the gauntlets?

Also anyone know how to resize and apply changes to the main NiNode (the first one on the tree) without having to delete the Keyframecontrolers? When I do, they keyframecontrolers reset whatever they're atteched to positionwise, and its a real pain in the rear.
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Samantha hulme
 
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Post » Wed Apr 06, 2011 9:00 pm

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/?start=all

PS: I realize these are rough screens. I'll crop/clean them when I have the time. But for now the time that I have is better spent on getting the rest of the heavy helms squared away, and starting on the medium ones.

PPS: The Hangover helm is NOT animated when worn by mogs. Reason for this is in order to resize it properly, I had to get rid of the Keyframe Controllers. Most of the time this has very little noticeable effect (other than making my job a helluva lot easier), but this one it means the skeletons don't bang the helmet anymore.
The price of progress, I guess.

HOW IT WORKS: The helmets will work EXACTLY like the Boots/Leggings system Helluva already has installed. Simply drop it on the ground, and pick it up again. A menu box will appear asking whether or not you want to use the mog version (see screenshot 14). Hitting "no" will give you the normal version back, and will never bother you with the option again with that particular helmet. Hitting yes will give you the mog version (see screenshot 15). Some helmets also have Argonian counterparts, and will offer that option (see screenshot 19). Still others will offer you a 4 way option between Open and closed, mog and normal. (see the two ebony helm variants)


UPDATE: aaaaaannnndddd we have our first peice of 5!


http://www.mediafire.com/?mgxk5zlm3nh

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20HVY/

Oh, and while we're at it:

http://www.mediafire.com/?n2tlzgjtddm

http://www.mediafire.com/?mzukdnyzo0a

Note that once HELLUVA Awsome Armors for Mogs - Completer comes out, the mog morpher will become redundant.

UPDATE #2: Medium helmets now available!

http://www.mediafire.com/?uykjnmzt2gh

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20MED/ I did away with the Ugly clothes and location for this new set of screens.



As for Light, I'm afraid there'll be quite a few missing, as the Hoods on Skeleton mystery bugs me to no end. Until someone comes forward with a way to enlarge those without troubles, then I can't use them.


UPDATE #3: Light helmets now available!

http://www.mediafire.com/?dgywymdtmmd

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20LITE/?start=all Not very many of them this time. Due to the skeleton attachment thing I had to skip out on quite a few hoods (7 to be precise). Though really, there just wasn't very many of them. Most of the helmets are in other places.


UPDATE #4

I have the HELLUVA recolors set done, but i'm not going to bother releasing it untill I have the Completer set done (the part that adds choice scripts to vanilla helmets & Certain Gauntlets) nor release screenshots for it at the moment, since apparently nobody even cares enough to comment.. :sadvaultboy:

http://www.mediafire.com/?zengwmgntg2


I have decided for this one to go a slightly different route: Being that they're all recolors of vanilla items, I decided instead of resizing each helmet, to simply borrow and recolor ones from the MOGMOD community patch. Apart from the few that haven't had such resizes (IE daedric helms) You can see what I mean in the gallery below. I'm still working on cleaning it up though, so be warned they are kinda big.

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20RECL/


UPDATE #5: completer pack done! i

The completer pack is done. I will upload screenshots of it shortly... though before I release it, there are some things that need to be done.

Namely, concerning the Recolors pack. I need to get some screens of each helm (like i've been doing thus far.

http://www.mediafire.com/?kzljmizzkzx

http://smg.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20CP/ NOTE: because I'm using helms and gloves from the Community patch for this part, I will not post screenshots of helmets that use those, as we've probably seen them already. Instead, I will only post what vanilla & HELLUVA CP helmets I resided myself. Also a screenshot of a feature I put in.

Basicly, this will add the HELLUVA MOG scripts to vanilla helmets. In the relatively enclosed space I've done what I could to ensure that helmet-related scripts (Indoril armor scripts, Museum scripts, wraithguard etc) work as intended. HOWEVER, there is one detail which I was not able to test out. Namely, the Hlaluu quest. I need someone to test it both as a mog and as a human/elf (or just a non-beast char) to ensure that script works right.

After this I will work on the mogmod community patch again.


I had an alternate idea for the "breaker affinity" too. Instead of the speedup/onehandedness which I had originally planned, instead all breakers will contain a script which, if your a mog, will automatically adds a feather ability to counter-act the massive weight. This means that I can make just a few scripts (one for each material type) and abilities,

As for the mog morpher, I think I'll get rid of it. It's unreliable, and like Afro said, unimpressive (even more so than the HELLUVA method, but at least that's reliable). Instead I'll see if I can't implement the shop thing. Though the Helluva completer patch will make both redundant.

Forest Mog Implementation is also a will-have. Not sure why I didn't do that last beta.


I'll probably wind up doing the whole thing from scratch. So that might take a while longer than the HELLUVA project.
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Darlene DIllow
 
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Post » Wed Apr 06, 2011 7:17 pm

While browsing Morrowind Modding History database, I stumbled upon a mod which, I believe, might be of interest for the Mog*Mod users: http://modhistory.fliggerty.com/index.php?dlid=7313, by Operator.

From the readme:

"Morrowind Leggings Smith" Adds a smith to Maar Gan's outpost which will take your boots and make them into leggings for a low price ranging from 400 to 1200 gold depending on it's weight rating Heavy, Medium, or Light. The Tribunal addon for "Morrowind Leggings Smith" adds Adamantium, Dark Brotherhood, and Royal guard leggings to Kur-Itan's list off leggings that he can make. The Bloodmoon addon for "Morrowind Leggings Smith" adds a Guard to Fort Frostmoth that'll make leggings from the Bear and Wolf boots in that expansion.


I didn't have the time to actually try the mod, but I thought I should share the link.


@ Rylasasin:

I downloaded your latest release and gave it a try. There is obviously a lot of work involved, and it looks promising. I'm willing to give some feedback but, due to the scope of the project, I will need some time. I'll try and post something within the next days.
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Jon O
 
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Post » Thu Apr 07, 2011 3:11 am

rylasasin, if you give descriptions for all your files, I will get around to updating the topic.
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lacy lake
 
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Post » Wed Apr 06, 2011 11:20 pm

HELLUVA: hold of on this for a moment. Now that I have the go-ahead from Sandman, I'm getting ready for a PES release. I just need some 3rd party checking to make sure everything is working/packed right, and then I'll have a PES link for you.

Basically, it adds mog options to all the helms in all 5 HELLUVA packs, allowing you to wear resized versions of the helms. It works very similarly to helluva's legging system: just drop it on the ground, and try to pick it back up again. When you do, it'll ask if you want to use the regular or mog versions.

The point is to add TONS more mog helmets for everyone to use, to go along with sandman's wonderful HELLUVA Awesome Armors Compilation.

I am fully aware that a lot of the helmets are not really "adapted" to Mogs, just resized to fit them. But keep in mind two things:

1. I am not a modeler, nor a texturer. Altering things in nifskope to fit is pretty much the best I can do. If someone like Big or Westly would be interested in helping out by making a few of the helms more... suited to mog use, let me know.

2. The volume of helmets is HUGE! 90 some helmets on just the heavy pack alone!


MCP

I have resumed working on this patch, starting over from scratch as I mentioned last post. A few notes I have so far about this new versions, namely some features I plan to include, including changes from my previous beta patch, and MCP in general. There are some things I need input on as well. see below for details.

- Full incorporation of High(Regular), Kage, and Forest mogs. Downloading these mods separately will no longer be necessary.

- A very heavily modified version of the sage's shop mod replaces the mog morpher (an object I included in my beta patch that replaces all helmets/gloves in your inventory with mog counterparts if you have them.). I realize that with the HELLUVA completer pack for MOGS addon, this feature may become redundant. Don't worry, I'll release a patch that makes sure that Ren's shop is still useful.
The shop will be a place to buy mog items (mog helmets, weapons, and armors) or refit your current helmets/leggings into mog-friendly ones.
Also, Ren and her companions will also have more unique dialogue to give them some personality and backstory instead of just being mindless shop drones.

- Vanilla shops will no longer sell mog equipment. Instead, there's the Forementioned shop in Suran, or freelance mog merchants in certain places. The later will charge higher prices due to having to share their profits with the owners of the shops they inhabit.

- Support added for normally closed helms (a leftover from my work with HELLUVA)

- All 3 winged mogs now use the Kage Mog's flight system. All 3 will have a slightly different secondary ability.

- the 2 wingless offshoots will have their own abilities too.

-Breaker affinity is kept from my patch, but works differently: instead of switching over to a 1 handed, faster version, it simply adds a feather ability equal to the breaker's weight when equipped by a (Player) mog, plus a minor other ability. I'm debating on weither this ability should be fort strength, fort longblade (or blunt/spear in the case of the Wrench, beatskick, and Longius), or Fortify attack (to make up for their slowness)

-Like in my beta patch, Breakers will have different stats than normal weapons, though not necessarily "better" ones (especially if your not playing mogs, see the above note on them. ) They do a lot more damage (2x chop, 1.5x slash, no change on thrust) and have a much further reach (between 1.80 - 2) but they are slower (between .65-.85 speed, -.15 for one handed) weigh a lot more (1.5x more.) Unlike my patch I will not cut out the enchanted models.

- Possible mog temple implementation? Abeit in a different location, and without the MCA + Japanese House requirement. Need some input on this.

- I have no idea about mog hairs. I can implement them, but I'm not sure if I should use the same pack I used last time (Ren's Oblivion hairs for morrowind) or some other one.

- Reballancing of the mog temple items.

- The Buster, Longius, that scythe thing, and Prinny smasher will no longer be available for purchase. Instead they're uniques that can only be found via dungeon crawling. Though where, I have no idea. Input on where to put these? I'm thinking about taking the prinny out, since it's really just a glorified Tainted Ebony Breaker.


Also another note here: considering the direction the MCP has taken, and the direction it seems to be taking, I move to change its name. Mostly, because it is no longer a patch to fix errors, but rather, a community collection of mods under one roof, much like what OOO or Frans for mogs. Therefore I vote that we change the name in this next release to the "Mog Community Compilation"
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Rachel Briere
 
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Post » Thu Apr 07, 2011 4:03 am

Okay, I've managed to reballance the Kuporian wear items... MOST of them (see below for ones I didn't) in accordance to that spreadsheet that afro sent me, and I'm in the process of re-adding the curiasses you took out (by replacing the dual-bracers... kinda pointless to have those really, so yeah. Kill two birds with one stone.)

However, there is one (well, two it seems) subset(s) of armor you didn't instruct me on, the "Kuporian Guard" set.


I've never used the kuporian armors myself (I tend to prefer HELLUVA armors, part of my motivation for that project after all.) so I'm not sure what you had in mind for balancing those. Would you suggest A. Taking those out, B. Equalizing their stats to something else (if so, what?), or C. Giving them new stats (if so, what?)


after that there remains the outstanding issue of The following items:

  • Mog Mask and Hood
    • Weight: 2.00
    • AR: 30
    • Value:100
    • Health: 200
    • Enchant Cap: 50
    • Enchantment: no

  • Mog Black (and brown) Hood
    • Weight: 2.00
    • AR: 30
    • Value:100
    • Health: 200
    • Enchant Cap: 50
    • Enchantment: no

  • Rikku and Yuna pilfer (offhand) (Note: I'm thinking about adding mog affinity scripts to these as well.)
    • Weight: 1.00
    • AR: 77
    • Value:30000
    • Health:6532
    • Enchant Cap: 100
    • Enchantment: No

  • LeBlanc Syn. Travel Hat (Yes I know theres 3 of them with slightly different stats, but I think they should all have the same stats, like the Pilffers)
    • Weight: 2.00
    • AR: 13
    • Value:255
    • Health:100
    • Enchant Cap:100
    • Enchantment: yes 1

  • Mog Eyepatch (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • Lucky Hat (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • Mog Chest Belt (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • Black Mage hat (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • Purple Hood (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • White mage hood (Switched to Clothes)
    • Weight:1
    • Value:100
    • Enchant Cap:100
    • Enchantment: no

  • Ring of Knock (Pointless?)
    • Weight:0.10
    • Value:3500
    • Enchant Cap:300
    • Enchantment: yes 2

  • Beatstick (uses breaker affinity script)
    • Weight:75.00
    • Value:5000
    • Health:4000
    • Enchant Cap:140
    • Enchantment:No
    • Speed: 1.00
    • Reach: 1.75
    • Chop:1-50
    • Slash:1-45
    • Thrust:1-3

  • Wrench (also uses Breaker Affinity script)
    • Weight:75.00
    • Value:5000
    • Health:4000
    • Enchant Cap:140
    • Enchantment:No
    • Speed: 1.00
    • Reach: 1.75
    • Chop:1-50
    • Slash:1-45
    • Thrust:1-3

  • Buster Sword (will have mog affinity once ballanced)
    • Weight:1.00
    • Value:255
    • Health:1525
    • Enchant Cap:100
    • Enchantment:No
    • Speed:1.00
    • Reach:2.0
    • Chop:222
    • Slash:222
    • Thrust:1-5

  • Loginus' Love (will have mog affinity once ballanced)
    • Weight:50.00
    • Value:826000
    • Health:16959
    • Enchant Cap:100
    • Enchantment:Yes3
    • Speed:1.00
    • Reach:3.00
    • Chop:10-80
    • Slash:8-60
    • Thrust:15-92

  • Cactar Staff Green
    • Weight:6.00
    • Value:50960
    • Health:347
    • Enchant Cap:100
    • Enchantment:Yes4
    • Speed:1.50
    • Reach:2.50
    • Chop:6-60
    • Slash:33
    • Thrust:22

  • Cactar Staff Red
    • Weight:6.00
    • Value:50960
    • Health:347
    • Enchant Cap:100
    • Enchantment:Yes4
    • Speed:1.50
    • Reach:2.50
    • Chop:6-60
    • Slash:5-55
    • Thrust:22

  • Tiny Bee
    • Weight:2.30
    • Value:75000
    • Health:3753
    • Enchant Cap:100
    • Enchantment:Yes 5
    • Speed: 2.00
    • Damage (Chop):40

  • Tiny Bee Bullets:
    • Weight:0.25
    • Value:79
    • Health:100
    • Enchant Cap:100
    • Enchantment:no
    • Speed:2
    • Damage (Chop):1-5

  • Rikku Pliffer (Weapon) (Would like to add mog affinity to this once ballanced)
    • Weight: 9.00
    • Value:10600
    • Health:2455
    • Enchant Cap:100
    • Enchantment: Yes 6
    • Speed:3.00
    • Reach:1.5
    • Chop:33
    • Slash:12-33
    • Thrust:1-19

  • Yuna Pliffer (Weapon) (Would like to add mog affinity to this once ballanced)
    • Weight: 10.00
    • Value:20500
    • Health:2555
    • Enchant Cap:100
    • Enchantment: Yes 7
    • Speed:2.00
    • Reach:2
    • Chop:22-33
    • Slash:12-45
    • Thrust:12-22

  • Shirlindia's Wrath (Aka the Scythe)
    • Weight:5.00
    • Value:50000
    • Health:2351
    • Enchant Cap:100
    • Enchantment:Yes 8
    • Speed:1.00
    • Reach:1.00
    • Chop:55
    • Slash:55
    • Thrust:1-5

  • White mage wand
    • Weight:1.00
    • Value:355
    • Health:2553
    • Enchant Cap:100
    • Enchantment:Yes 9
    • Speed:1.00
    • Reach:1.00
    • Chop:22
    • Slash:11
    • Thrust:45-55

  • Laharl's Prinny Smasher (Delete? it's just a glorified Tainted Ebony Breaker anyway)
    • Weight:40.00
    • Value:15000
    • Health:3000
    • Enchant Cap: 100
    • Enchantment: yes 10
    • Speed:1.35
    • Reach:1.00
    • Chop:255
    • Slash:255
    • Thrust:255


The enchantments are as follows:

  • LeBlanc Syn. Travel Hat(Constant)
    • Fortify Agility: 78
    • Water Walking
    • Fortify Agility 22

  • Ring of Knock (Cast)
    • Unlock: 100

  • Loginus' Love (Constant)
    • Fortify Acrobatics: 45
    • Fortify Health: 50
    • Fortify Destruction: 45
    • Fortify Strength: 45
    • Fortify Endurance: 50
    • Drain Fatigue: 2

  • Cactar Staffs (Constant)
    • Fortify Agility: 22
    • Fortify Attack: 11
    • Fortify Magicka: 22
    • Remove Curse (lol): 22
    • Cure Poison
    • Cure Common Disease

  • Tiny Bee (Constant)
    • Fortify Marksman: 50
    • Fortify Attack: 22

  • Plifer (Rikku) (Constant)
    • Fortify Agility: 22
    • Fortify Acrobatics: 22
    • Fortify sneak: 33
    • Fortify security: 33
    • Fortify illusion: 22
    • Fortify Shortblade: 12-33

  • Plifer (Yuna) (Constant)
    • Fortify Agility: 22
    • Fortify Acrobatics: 22
    • Fortify sneak: 33
    • Fortify security: 33
    • Fortify illusion: 22
    • Water Breathing
    • Swift Swim: 33

  • Shirlindia's Wrath (Constant)
    • Spell Absorb 44
    • Cure Corprus
    • Cure Paralyze
    • Resist Normal Weapon: 23
    • Fire Shield: 67

  • White Mage's Septer (Constant)
    • Fortify Magicka: 55
    • Cure Corprus
    • Fortify Agility: 33
    • Fortify Illusion: 55
    • Fortify Max Magicka: 99
    • Summon Golden Saint

  • Larhil's Prinny Smasher:
    • Fortify Attack: 99
    • Resist Fire: 99
    • Resist Frost: 99
    • Resist Magicka: 999
    • Resist Poison: 99
    • Restore Health: 50


Advice on these would be helpful :)


Another thing: could anyone possibly make a White mages robe? It seems a bit silly to have the hood, but not the robe. Same could be said of the Purple and Black ones, but we pretty much already have ones that could cover those.
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Charlotte X
 
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Post » Wed Apr 06, 2011 7:58 pm

I'm willing to give some feedback but, due to the scope of the project, I will need some time. I'll try and post something within the next days.

Alright, I'm back. :disco:

I am fully aware that a lot of the helmets are not really "adapted" to Mogs, just resized to fit them. But keep in mind two things:

1. I am not a modeler, nor a texturer. Altering things in nifskope to fit is pretty much the best I can do. If someone like Big or Westly would be interested in helping out by making a few of the helms more... suited to mog use, let me know.


Well, this disclaimer pretty much makes pointless any complaint regarding what remains, IMO, the main issue with this mod. Therefore I'll have to limit my observations to the mere "functional" aspects of the mod.

I created a character and used the test barrels hidden behind the walls of the Census & Excise Office cell to try each and every helm.

The issues I encountered:

- Morag Tong Helm – HH MOG has the wrong mesh (=> mesh of its regular, not resized version)
- Amatsu Mask doesn't seem to have the resizing script attached (I didn't check in the CS, but it sure didn't work ingame.)
- The Silver Flame helm never made it to my inventory when I picked it up. It disappeared from the game, as if it had been disabled.
- The Hematite Helm MOG had my Mog's nose sticking out.

Several helms also have minor clipping issues.

All 5 ESPs could use some cleaning. Two of them (H.E.L.L.U.V.A._A.A._Heavy MOGs.esp and H.E.L.L.U.V.A._A.A._Recolors_MOGS.esp) contain duplicate objects.

3 out of 5 archives have no readme.
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Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Wed Apr 06, 2011 7:24 pm

Alright, I'm back. :disco:



Well, this disclaimer pretty much makes pointless any complaint regarding what remains, IMO, the main issue with this mod. Therefore I'll have to limit my observations to the mere "functional" aspects of the mod.

I created a character and used the test barrels hidden behind the walls of the Census & Excise Office cell to try each and every helm.

The issues I encountered:

- Morag Tong Helm – HH MOG has the wrong mesh (=> mesh of its regular, not resized version)

hmm seems that another tester of mine found that yesterday. It wasn't that the mesh was wrong, it's just that I forgot to hit "Apply" to the mesh. Regardless, its been fixed.

- Amatsu Mask doesn't seem to have the resizing script attached (I didn't check in the CS, but it sure didn't work ingame.)

Sadly it does not. Reason is, its one of those helms attached to a skeleton, and I have no idea on how to resize those. In all honesty though, it should have told you that in the readme.

- The Silver Flame helm never made it to my inventory when I picked it up. It disappeared from the game, as if it had been disabled.

Which pack is that again? I'll have to check the script for that.

- The Hematite Helm MOG had my Mog's nose sticking out.

Again, Which pack is that?

Several helms also have minor clipping issues.

If you mean the face fur, ignore it. I tried to work around that, back in december when I did the heavy helms (I did the other helms I think in may or june) but it just looks way wrong. http://img.photobucket.com/albums/v213/rylasasin/HELLUVA%20MOGS/HELLUVA%20MOGS%20HVY/MGEScreenshot29.jpg
If thats not it, point them out, and I'll see what I can do.

PS: I did fix that helmet I have in the link, so its less.... fat.


All 5 ESPs could use some cleaning. Two of them (H.E.L.L.U.V.A._A.A._Heavy MOGs.esp and H.E.L.L.U.V.A._A.A._Recolors_MOGS.esp) contain duplicate objects.

3 out of 5 archives have no readme.

I um figured I'd write the remaining two just before release. :) Though you're right, I should get on that.




Also a tad of news from the Moogle Compliation:

After a bit of tinkering around, I manage to include some new features.


- Antennae is no longer a night eye ability (Kage and forest mogs will still have night eye, due to them living in darker environments) But a light "spell". Makes sense because the ability is supposed to be the bobble lighting up.

-Toggleable Wings (winged mogs only), Flight (winged moogles only) and Bobble-lights! (All moogles)! The way it will work is you cast the spell once, and it adds a light ability! Cast it again, and it turns it off! Same goes with the wings (jumping ability) and a new flight (Levitation 200 to simulate flight.)
Be aware though that these aren't limitless. Using all 3 abilities will put a strain on your body (in the form of Fatigue). Light drains a minimal amount of it, Wings a little moreso, and Flight rapidly drains it. When you run out of fatigue, these features will switch off.
The 3 features will stay on you until you switch them off, or run out of fatigue.
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Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Wed Apr 06, 2011 9:39 pm

Ah yes, I should have precised :
The Silver Flame is Light armor, and the Hematite Helm MOG is Medium.
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Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Wed Apr 06, 2011 1:43 pm

Ah yes, I should have precised :
The Silver Flame is Light armor, and the Hematite Helm MOG is Medium.


Hermatite: Ah yes. I remember now. For some reason the texture doesn't show up when I open it in nifscope. When that happens you could say i'm flying blind somewhat. Should be fixed, and a new one should be uploaded soon.

Sliver Flame: whoops, gave it the wrong script by mistake. Should be fixed now.

http://www.mediafire.com/file/tyzk2zcwudq/H.E.L.L.U.V.A Light Armor for Mogs.rar

http://www.mediafire.com/file/yn2nzkwzhed/H.E.L.L.U.V.A Medium Armor for Mogs.rar

Um What do you mean by "duplicate" objects? If you mean how there appears to be three of each helmet, like say

HELMET
HELMET1
HELMET_MOG

then no, HELMET1 is not a duplicate... it's just how the script is designed to work. See HELMET contains the script, when you pick it up it gives you an option between normal helmets and Mog helmets. If you select mog, it gives you HELMET_MOG, if you select normal It selects HELMET1, and meanwhile the HELMET that was on the ground is disabled and marked for deletion.

The reason for doing this is apparently so it'll only give you the dialogue once, and not every time you set the helmet down on the ground, as HELMET1 doesn't contain the script, hence it never bothers you again.

Thats the way Sandman had his scripts set up for the Boots/leggings, so I simply copied that formula for my own usage with helmets. I realize there may be a slightly better way to do it, but hey, if a system works really well, why change it?
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Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Thu Apr 07, 2011 12:15 am

The duplicate objects I was talking about were the ones reported by TESTool, which issued warning messages along these lines:

File H.E.L.L.U.V.A._A.A._Recolors_MOGS.ESP contains duplicate objects.
You can either trust TES Plugin Tool to remove those objects and save cleaned file or skip it, so you can re-save it in the TES Construction Set (resaving will remove duplicate objects) and clean it later.
Do you want to continue cleaning H.E.L.L.U.V.A._A.A._Recolors_MOGS.ESP?


According to TESTool Logs, the duplicate objects are the following scripts:

SHAP_e1team_orchelm_SC
SHAP_RHV_BR_helm_SC
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Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Wed Apr 06, 2011 11:31 pm

The duplicate objects I was talking about were the ones reported by TESTool, which issued warning messages along these lines:

File H.E.L.L.U.V.A._A.A._Recolors_MOGS.ESP contains duplicate objects.
You can either trust TES Plugin Tool to remove those objects and save cleaned file or skip it, so you can re-save it in the TES Construction Set (resaving will remove duplicate objects) and clean it later.
Do you want to continue cleaning H.E.L.L.U.V.A._A.A._Recolors_MOGS.ESP?


According to TESTool Logs, the duplicate objects are the following scripts:

SHAP_e1team_orchelm_SC
SHAP_RHV_BR_helm_SC


I'll check into it soon. Though for now I'm working on dialogue concerning Ren and the others for MCC (Mog Community Compliation). My goal is to give them all a real in depth backstories rather than just having them be generic characters.


LINK TO HELLUVA MOGS: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8556

Also Afro, any chance of getting balanced numbers for the items I listed soon?
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Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Wed Apr 06, 2011 11:36 pm

Man this thread is as slow as molasses in january :shakehead:


Anyway, before I head off to bed for the night, I thought I'd post my to-do list in case anyone wants to help out with the moogle compliation.




(UN)OFFICIAL MOG COMPLIATION TO DO LIST:
--------------------------
Item Reballancing And Additions
--------------------------

Reballance Current Items (See list)

Add items from Marb's MCA mod that aren't already in the game (IE Kupo Nuts, Mog paws, etc)

Look for a hair mod for more hairs (Any suggestions?)

BB version? (working on retexture of Westly's BB mogs)

Westly's faces + Forest and Kage versions ( working on that as well)

--------------------------
MOG MERCHANTS
--------------------------

- Backstories for each

- Shopkeeper reactions

--------------------------
REN'S SHOP
--------------------------

SRIFI: add uniques

UNIQUES:

Wolfwalkers
Dwemer Boots of Flying
Boots of the apostle
Bobs (?)
Wraithpaw
BW and TB ones.


Shop: Fix it up a bit


TOPICS OF INTEREST:

Talks:
Say something about moogles besides just "MOOGLEZ!"

Ren:

"Srifi" (spell check)


Srifi:

"Unique Artifacts" (Doesn't Work)


Sris:

Background: Needs more detailing about her past once Ren talks to you about it.

"Suran": Something a bit less generic




Quests?!

- Matchmaker-like quest between Talks and the others?

- Need some quest ideas. Would involve either A. Helping out ren in some way, or B. Helping the moogle race

out in some way (IE freeing slaves).

- Main quest? though maybe we'll get to that in the far future.



--------------------------
Moogle Temple
--------------------------

- Remove dependancies (MCA 4.1, Japanese house, etc)

- Remove broken items (already in the mod)

- Put in a different location (suggestions?)


- What will the point of it be, though? Not a shop, since ren already has that.



--------------------------
Basic Dialogue
--------------------------

The following topics need less generic dialogue:

"Moogles" and/Or possibly, "Forest/Kage/High Moogles"
From the following points of veiw:
- The Moogles Themselves (All 3 types... plus possibly minimogs. not sure if I want to include them or not.)
- The Major Factions.
- House Redoran
- House Telvanni
- House Hlaluu (And Camonna Tong)
- The Temple
- The imperial Cult
- The imperial Legion (the census office falls into this category)
- And finally the lesser powers on Vardenfell (the fighters guild, thieves guild, mages guild, twin lamps,

etc)
- a savant
- Ashlanders
- A dark elf that doesn't belong in any of the above catagories.


In order to really make dialogue for this, I understand it necessary to first establish the Moogle Identity.

What is thier personality, traits, etc?

Here's what I figure/propose.
This is just in general of course. Obviously there are exceptions (IE forest Moogles living with Khajiits,

Kage moogles taking a geniune interest in someone other than themselves, etc)

High Moogles:
- Very socialble and outgoing, yet humble enough that they can (at least try to) be liked by everyone.
- Very intelligent (Enough so that they can figure out how to emulate/modify local and foreign armors and

weapon types. Possibly even have a few in the temple trying to come up with dwemer designs?
- Takes a very keen interest in the culture around them, and mixed amount of interest in the political field

(more or less to help secure a future for themselves and their race)
- They try to get along with everyone, but seem to get along best with Beast races and imperials, the least

well with Dunmer (especially the more "Prudish" and "Arrogant" types, IE the Temple and the Telvanni)


Forest Moogles:
- Shy, and not as outgoing, but not to the point of being cold.
- Least intelligent of the bunch (due to their isolation).
- Described as being a bit scatterbrained, maybe even a bit silly, though some say this is due to them being out of their element (the forests of Valenwood)
- While they might pretend to take an interest, most of them don't really care about the politics around them.
- They get along best with Argonians and Bosmer. orcs moderately well, humans moderately well, other elven

races not so much. Also they share somewhat of a distain for Khajiits... possibly due to the rivally between

valenwood and elsewyr.

Kage Moogles:
- The least socible of the bunch.
- Moderately intelligent.
- They don't get along well with High Moogles.
- they have apsolutely no interest in politics, much less religion.
- Oddly enough, or perhaps not, they get along well with dunmer. At least, the less religious ones anyway (IE,

not the temple or redoran)


"Pharlans"
- As a bit of a crossover/nod twoards Emma's Wonderful mod. A little easter egg in case you have Way of the Talon installed.


"Breakers"
From the following points of Veiw:
- A smith
- Garothmuk gro-muzgub
- Moogles (will be different depending on weither your one or not.)
- The ones in Ren's shop
- The freelance merchants found in various places.
- Any other moogle. I haven't decided what role if any they'd play.


Also, in related news, I submitted my HELLUVA project to Planetelderscrolls, so I should have a link to that when I wake up this morining... or afternoon, whichever it is.
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Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Thu Apr 07, 2011 4:01 am

Here are some random comments/observations/criticisms/suggestions:

I'm not too fond of the renaming of regular Mogs into "High Mogs". I don't really see the point.

-Breaker affinity is kept from my patch, but works differently: instead of switching over to a 1 handed, faster version, it simply adds a feather ability equal to the breaker's weight when equipped by a (Player) mog, plus a minor other ability.


I would vote for a lower feather ability (i.e: half of the weapon's weight) to prevent the player's stats from becoming pointless.

I also welcome the Moogle Temple implementation. I think it should be located in a remote, out-of-the-way place, possibly at the top of a mountain. Most of the inhabitants of Vvardenfell shouldn't know about its existence. Only scholars and some scouts may have heard rumors about it, and Mogs should not mention it to human and elves unless they have a high disposition.

Idea for a quest: find the location of the Moogle Temple? Of course, one would need a good pretext to do so… <_<

I'm thinking about taking the prinny out, since it's really just a glorified Tainted Ebony Breaker.


How about changing the model? i.e. use a the model of a third party breaker mod (there are about a dozen out there). This would make the weapon truly unique.

-Toggleable Wings


I don't like the sound of that.
Giving the player the option to choose between winged or not winged version is enough IMO.



Regarding the Mog's personality:

The way I see it, all Moogles (regular, Kage, Forest) should get along better with other beast races. Forest Mogs could get along even better with Argonians, but that should be only a slight bonus in their disposition. Following the same logic, the Kage (stealthy by nature) could have more affinity with Khajiits.

I don't picture the regular Moogles as calculative and ethnocentric enough to:
(take a) mixed amount of interest in the political field (more or less to help secure a future for themselves and their race)


Similarly, the following quotes sound out of character to me:

Also they share somewhat of a distain for Khajiits... possibly due to the rivally between valenwood and elsewyr.

- They don't get along well with High Moogles.


Mogs don't strike me as the xenophobic kind. I tend to attribute the relative isolation of Forest Mog to their will to be left alone, and the shady ways of the Kage to their, er, well, shady nature. :shrug:

I definitely don't like the whole concept of defining the Mogs species (and the way they are considered by other races) in relation with their intelligence.

Besides, shouldn't the Forest Mogs be the more intelligent? After all, Rain_rTw, their creator, describes them as "mystical Moogles". To me it's code word for "magical Moogle".

The way I see it, Forest Mogs and Kage Mog are "specialized" Moogles: the former being the magic-inclined Mog and the latter the stealthy Mog. With the regular Moogle being the Jack-of-all-trades.

Because of their recent arrival and their nature, none of the Mog species should have much interest for Vvardenfell politics.

I would scale it this way:
. Regular Mogs => "mixed amount of interest", as you stated. I would attribute it more to their sociable nature, curiosity and will of integration than actual interest.
. Kage Mogs => punctual, opportunistic interest. I view the Kage as the most self-centered species of Mogs.
. Forest Mogs => utmost indifference. They shouldn't even pretend to have the slightest interest.


Well, that's how I see them, anyway. :disco:
Hopefully others players will share their thoughts on the matter.
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Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Wed Apr 06, 2011 3:29 pm

Here are some random comments/observations/criticisms/suggestions:

I'm not too fond of the renaming of regular Mogs into "High Mogs". I don't really see the point.

Well, its mostly to bring it more in line with the unofficial D&D wiki article. And to differentiate them between Moogle race as a whole, and as an individual breed. Besides, how and when (not if) I insert moglets, I would probably just give those the "Moogle" tag (if not Cait Sidhe), since they techically came first (not modding wise, but lore wise). So well, its either high moogles (like the d&d wiki suggests), or "Machall Moogles", which makes even less sense, or "White Moogles", which is just stupid IMO. Also, you would not take dog-anthro races (call them Dogros), a Green dogro, a red dogro, and a black dogro, and just call the black dogro a "Dogro" now would you? You'd try to differentiate that particular breed. Also a little joke: since high moogles are so socible and friendly, they're sometimes nicknamed 'Hi' Moogles by local residents

breaker affinity is kept from my patch, but works differently: instead of switching over to a 1 handed, faster version, it simply adds a feather ability equal to the breaker's weight when equipped by a (Player) mog, plus a minor other ability.


I would vote for a lower feather ability (i.e: half of the weapon's weight) to prevent the player's stats from becoming pointless.

I also welcome the Moogle Temple implementation. I think it should be located in a remote, out-of-the-way place, possibly at the top of a mountain. Most of the inhabitants of Vvardenfell shouldn't know about its existence. Only scholars and some scouts may have heard rumors about it, and Mogs should not mention it to human and elves unless they have a high disposition.

Idea for a quest: find the location of the Moogle Temple? Of course, one would need a good pretext to do so… <_<

Spoiler
I have decided to place the moogle temple in the sheogorad region, almost dead center between Valenvaryon and Rotheran, either on one of the two islands in between them or directly in between them on its own island.



I'm thinking about taking the prinny out, since it's really just a glorified Tainted Ebony Breaker.


How about changing the model? i.e. use a the model of a third party breaker mod (there are about a dozen out there). This would make the weapon truly unique.

Well, that and it's well beyond broken. stat wise. 255-255-255? the insane enchantment on it? heal 50health constantly? ehhhhh... no.

I don't like the sound of that.
Giving the player the option to choose between winged or not winged version is enough IMO.


Well it sort of went from a regular spell (jump 30-40 & slowfall 15 for 30/60 seconds,) to getting annoyed how it would have to be recast constantly, and wanting to weigh in some sort of fatigue-stopper for it (for realism. When you get tired, your wings are obviously not going to put out anymore are they??) to togglibility.


Regarding the Mog's personality:

The way I see it, all Moogles (regular, Kage, Forest) should get along better with other beast races. Forest Mogs could get along even better with Argonians, but that should be only a slight bonus in their disposition. Following the same logic, the Kage (stealthy by nature) could have more affinity with Khajiits.

Actually their supposed disagreements/affinities for certain races is purely lore. Unlike in oblivion there's no option that I know of to define how a race reacts to (insert race here), other than having someone say in a dialogue "I don't like (insert race) because (insert reason)

I don't picture the regular Moogles as calculative and ethnocentric enough to:

(take a) mixed amount of interest in the political field (more or less to help secure a future for themselves and their race)


Yeah I guess I can see what you mean by that. Obviously the shop merchants (not the ones in suran) couldn't really care much about their species as a whole. Though certain ones on the other hand (IE ren, the moogle temple ones) are another story. I guess though when I think about it this is more of an individual trait than it is a racial one, despite it being revolved around racial goals.

But then again, every race has some amount of ethnocentricity, especially when exposed to lands they don't really know. Even the more laid back ones normally, like Argonians and Khajiit do. Mostly because they are commonly used for slaves, a fate that could very easily befall moogle kind if they don't watch themselves... and each other.


Similarly, the following quotes sound out of character to me:

Also they share somewhat of a distain for Khajiits... possibly due to the rivally between valenwood and elsewyr.


They don't get along well with High Moogles.


Mogs don't strike me as the xenophobic kind. I tend to attribute the relative isolation of Forest Mog to their will to be left alone, and the shady ways of the Kage to their, er, well, shady nature. :shrug:

Well, I figure it this way for Forest mogs: the description says they live (mostly) in valenwood, right? And occording to TES lore, Valenwood has had some pretty bad run-ins with Elsewyr, especially as of late. (5 year war etc). While forest mogs don't share as much of an extreme bitterness towards Khajiits as the Bosmer do (hell I even have a female one working in a shop with a Khajiit in Balmora.), or as the Argonians would against the Dunmer, hearing about your allies in your homeland being slaughtered and burned alive by the khajiits doesn't exactly give the Forest Mogs much of a good first impression of khajiits does it?

As for Kage mogs not liking High mogs very much.


I definitely don't like the whole concept of defining the Mogs species (and the way they are considered by other races) in relation with their intelligence.

Besides, shouldn't the Forest Mogs be the more intelligent? After all, Rain_rTw, their creator, describes them as "mystical Moogles". To me it's code word for "magical Moogle".

That is of course, if you simply define "Intelligence" as a stat that gives you more magicka and allows you to cast bigger spells. I tend to see it as more of a scholarly type of intelligence: the interest and ability to understand and record knowledge about the world around you, not just ability to cast spells. To me, "Magical" and "Intelligent" are two very different things. Example: Telvanni mages. By that standard they'd all be very intelligent. And while for the most part this is true to a certain degree, we have a few that aren't, Ie Therana. A very wicked spell caster, but none too bright.
While I might agree with you on forest mogs being more mystical and magically adapt than high moogles, I can't quite agree on them being more "Intelligent", as I find your apparent definition of "Intelligent" to be a rather narrow one.


The way I see it, Forest Mogs and Kage Mog are "specialized" Moogles: the former being the magic-inclined Mog and the latter the stealthy Mog. With the regular Moogle being the Jack-of-all-trades.

Because of their recent arrival and their nature, none of the Mog species should have much interest for Vvardenfell politics. I'd have to disagree. Actually I'd say it's because they're recent arrival and nature (well, High Moogles at least), that they'd want to play nice with both the imperials and the local dunmer, and not run the risk of either or both sides running them down flat (IE the empire suddenly declaring them a threat to the empire, or the temple sending ordinators after them after spewing some nonsense about them being a heretical species, or telvanni and dres rounding up every moogle they can find as slaves with no one even lifting a finger to stop them) So I wouldn't so much call it "lack of interest" as it would be "interest to stay on everyone's good side." Though as the rule of neutrality goes, you can only stay neutral for so long before you inevitably side with a faction, as sooner or later they'll catch on to your fence-riding, though luckily I'd say they haven't quite reached that point yet. Not to mention some races are utterly impossible to even be neutral with (IE house dres, cammona tong, sixth house, etc), so obviously, to save your own skin, or perhaps your race's skin if your a bit more selfless, your going to take a vested interest in siding with factions that oppose or will at least protect you from these unreasoning enemies.

And while this point may sound a bit ridiculous on the surface, I mean, this doesn't happen to say, bretons or redguards or bosmer even... as there are plenty of those who don't care about politics, or even native dunmer who don't take an interest in poltics. Keep in mind: that these are all very well established races, both in the empire as a whole, and on Vvardenfell, the former moreso than the later in case of outlanders. They can very easily rest on their laurels, under the safe banner of whatever faction houses them (usually the imperial legion). Mogs are so new to Tamriel however that they simply do not have this luxury, and must actively seek, both as individuals and as a group, to "make good" with the various factions, whatever they might be, if only for their own safety. In Cyrodill, this might not be as much of a problem, being the most stable providence in Tamriel. But Vvardenfell is not very stable.

Also, unless said mogs are simply going to go out into the wilderness, find some cave to hole themselves up in, and just stay there their whole lives (not even the moogle temple counts as this. And while the forest mogs would be more than happy to do this, remember that there's not really a whole lot of forests in vvardenfell, or anything that comes close, and the bitter coast is a poor example), They will all but inevitably get involved with the factions on some level that they personally have something in common with. If not out of interest, then out of necessity to survive in a civilized society, or just boredom. Example: A kage mog might say he has no interest in politics, but given his nature, and due to the societies around him, one could expect him to side with either the Hlaluu, where there's a good deal of money to be made, not to mention it goes right along with their self-serving nature. Or with the thieves guild due to their skills being more in tune with their skills. there are other paths he could take too, such as morag tong or house telvanni if he was more magically inclined, but for the moment lets just say he went into house hlaluu. At first he many not care about house politics, let alone inter-house ones, but here's the problem with that: The factions tend to reward those that take an interest and look disfavorably if he doesn't. So if he wants to get the most out of his faction, he will find himself with an increased incentive to take the interest that he didn't have before.

Your also forgetting another fact: If they are not interested in Vvardenfell politics (in other words, not learning about its people), then... why are they there in the first place? And one could argue that they didn't arrive there by choice. However, If they simply want to live in peace, why would they simply not move a more stable providence like Cyrodill or even Elswyr? Or in the case of forest mogs, why not just stay in Valenwood? Because truth be told, Vvardenfell is possibly one of the worst place in Tamriel for anyone, especially someone of a new, never-seen-before race, to be politically apathetic. (the only other place being the mainland of morrowind, especially in the east and southeast) And no, "because Ian made it for Morrowind" is NOT a proper answer. "Moddersdidit" can not be used in any sort of background or lore explanations. The verdict, and the problem, is therefore simple: they have to have some degree of interest in Vvardenfell, or else the mogs would not be there.

So yes, there is plenty of incentive for them to take interest in Vvardenfell politics, but what those are, to what level, and why... well, that's more on an individual choice. Though certain races of mogs are more likely to go into some factions than others. To me, its not really a matter of "are they interested in the political landscape of Vvardenfell" but rather, "In what faction, and why?"



I would scale it this way:
. Regular Mogs => "mixed amount of interest", as you stated. I would attribute it more to their sociable nature, curiosity and will of integration than actual interest. " curiosity and will of integration " I guess is what I really meant by "Interest"
. Kage Mogs => punctual, opportunistic interest. I view the Kage as the most self-centered species of Mogs. no arguments there.
. Forest Mogs => utmost indifference. They shouldn't even pretend to have the slightest interest. Agree with you there... well, unless it comes to causes that might hurt them (IE the cammona tong, telvanni, etc.) Also you have to remember: most forest mogs are "Out of their element" per say, much like the Khajiits.


Well, that's how I see them, anyway. :disco:
Hopefully others players will share their thoughts on the matter.

Well, despite disagreeing with you on a number of things, I did appreciate your input.
Oh, and sorry for the mispellings and grammar errors. For some reason when typing on here, my processor tends to lag, causing it to jump a bit and leave out bits and pieces of words., and I don't have time to go back and check each and every little thing.


User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Wed Apr 06, 2011 10:55 pm

Ok so I am reinstalling, except all the links here for community patch beta are dead. Any help? I could upload the beata in PES since I'm the one who uploaded the current one.
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Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Thu Apr 07, 2011 5:08 am

Hi

A question for the modders out there (the users familiar with the quirks of the Morrowind engine can answer too :wink_smile: )

I wonder if there exist some efficient way to do the following:
- Prevent the Moogle race(s) to wear stock gloves (so that they can only wear Mog gloves like the ones from Moogles Supplies)
- Prevent non-Moogle NPCs to wear Mog-specific equipment (helms, gloves and leggings)
- Prevent Minimog NPCs to equip clothes in their inventory
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Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

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