Mog*Mod Thread: The Big 1-0

Post » Fri May 27, 2011 12:59 pm

You know...for a Mog mod, that mod doesn't look very Mog-ish. First of all the wings are too big, the head is definitely not Mog shaped, the pompom is too small, and they walk like an Argonian/Khajiit but in Final Fantasy they walk upright just like humans do. Also...they look taller than they should. Other than that, they look okay. I was thinking of downloading it but Mogs are just way too out of place in Morrowind. They don't fit in at all but I suppose I can't complain because there's a lot of mods out there that don't fit in that i've downloaded.

I actually made a high-polygon mog head with a high-rez texture. It looks exactly like the ones from that new FF game. I used a picture on Wikipedia as a reference.

Nobody can have it, It will never be released. And I will never use it.

:evil:

http://i93.photobucket.com/albums/l74/TheAnt1987/Characters/newheadpic2.jpg?
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Fri May 27, 2011 12:35 pm

What landscape meshes are you using in your interior, if you dont mind me asking?

Right now I'm using Ginge13's Interior Land, though that caters best to mostly flat land, so I'm going to have to improvise when I try to make the pools and streams at the bottom of the valley. For the mountainous top, I'm trying to see if I can use RTS' mountain meshes, though... a lot of them seem to have that square plate at the bottom, which could be a problem.

You know...for a Mog mod, that mod doesn't look very Mog-ish.

Ah, well... the mogs are based on Ian's interpretation of what would work in Morrowind. If you want the poofball type, Kitteh over there has been requesting that too, but as for myself, I prefer these mogs, despite their discrepancies from both MW and FF lore.

As for 'not fitting in' with MW lore, I can't argue. The mod I'm working on now is tearing open a loophole in Nirn lore, where it's stated that the plane Vvardenfell exists on isn't neccesarily the only one. So, the mogs came from another plane; the FF plane, to be exact. Overdone and cliche, I know, but it's better than no explanation.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri May 27, 2011 2:21 am

Thanks for the info on the interior meshes, I'll check 'em out and see if i can use them.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 27, 2011 2:29 pm

Poofball type? Ian's interpretation is a bit wacky. I'd rather have a more realistic Moogle that doesn't fit in then some crazy beast thing that wants to be a Moogle that doesn't fit in. Either way, i'll leave this thread alone because I don't want to spark anything (which usually happens).
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Fri May 27, 2011 4:17 pm

Thanks for the info on the interior meshes, I'll check 'em out and see if i can use them.

All right, and thanks for the work on the bandannas!

@Shinobi.exe

kay...

Edit: Also, do we want this bandanna to be Armor, Clothing, or have an option for both?
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Fri May 27, 2011 3:46 pm

OMG I LOVE IT XD!!! Plus, if I'm a moglit, I don't want to be clothed!!
Also, Who needs to walk up stairs when you can jump? I'm still all for this mod. Also, The color it is is fine, no changes necessary!

If you go into the Moglets mod and click "playable" on all the races you can choose to play as any of them.
You'll probably want to change the stats for them, as they are right now they don't actually have any real stats. And you'll definitely want to add some abilities to them to.

I would actually do it, and I feel like doing it, but my anti virus just decided this morning that every exe in the MW folder was a threat to me computer, and deleted everything :(
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri May 27, 2011 8:26 am

I would actually do it, and I feel like doing it, but my anti virus just decided this morning that every exe in the MW folder was a threat to me computer, and deleted everything :(

Say what?!

That's pretty ridiculous. I hope you had some sort of restore point...

Edit: Update!

I've made three bandannas, one for each type of moogle, though only one will appear in-game. In the readme, I'll explain how to change it if you need to. I'm goin' around adding statics to the few slabs of land in the interior, that I hope will become the moogle valley.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Fri May 27, 2011 4:45 am

nope, I turn off system restore for the extra space. :(
Oh, well, I only have a couple more weeks left on the 'net anyways.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri May 27, 2011 2:52 am

I figured you would use dialog options to determine which bandanna the pc would use.

Hypothetically speaking, what would a moogle werewolf look like? :confused: I need ideas for a project i'm getting started on soon to help me break into morro-scripting. :read: :grad: And I'm not gonna tell you what it is cause its top secret. :P
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Fri May 27, 2011 1:03 pm

mog werewolf? Hmm, you could get away with just making a normal werewolf dirty white.
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Fri May 27, 2011 2:45 pm

I'm talking actual features not just flesh tones or hair color i want head size, hands, feet, wings or no wings, deeli-bob or no deeli-bob, (Which IIRC is an actual term used for their antenna.) and body size, because i dont want to just "get away" with another retex but you did answer a main question about coloring should they be more werewolf colored or moogle colored.

Thank you Marbred.

And please feel free to comment, everyone's opinions are valued and will be taken into consideration.
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri May 27, 2011 2:56 am

hmm, you know, I think they would just be smaller dirty white versions of normal werewolves. Maybe with very small wings on thier back (but that might look wierd). They'd have the same ears as a normal mog though.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri May 27, 2011 4:33 am

Hmm, I'm known to have difficult ideas to implement, but...

I imagine the werewolf would look very "edgy," for a humorous deviation from the look of the normal Mogs. I think the ears should be more swept back, and maybe longer. But about the same size, if not a little smaller. Maybe have smaller or more 'ratty' wings (although maybe that works better for vampires?), bigger paws with claws, and maybe some of those over-exaggerated teeth that anime-wolves usually have.

Dunno what I'd do about the bobble, though. Maybe lengthen the antennae so that it hangs over one eye.
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Fri May 27, 2011 4:57 am

Thanks SneakyNinjaOtter.

Bobble-wise, how about making it jy-normous?

I want to make racially differing werewolves, werewolves that look like combinations of base race and and wolf while still being usable in BM MQ. My first will be the mogwolf (I hope). and if that works out i want to start on the rest of the vanilla races. So far as I can find it hasn't been done before so i thought i would try my hand at it.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri May 27, 2011 3:33 pm

I vote for spikey. I mean, jy-normous? Please. It would snap the spring that connects it with it's head. Adding spikes to the bobble would make it seem more faral, which, considering that it is for a werewolf, is kind of the whole point. -_^
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri May 27, 2011 5:23 am

Actually that project is on the back burner til i figure out how the werewolf scripts determine what parts to use but actually the deeli-bobs are mostly fuzzy-fluff and have little substance to them and werewolfism generally makes you more hairy and would increase the bobble size considerably (I have alot of time on my hands to ponder these kinds of things. :P )

Until I work out a script for new moogles the wolves are pretty much dead, so at this very moment I'm working on other thoughts like a new jester hat for my moogles and possibly their own village made of interior cells and filled with my moogle houses and a light hearted atmosphere in the true spirit of moogles. :hehe:
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Fri May 27, 2011 11:23 am

Hey Sneaky, I have a problem with those boots you wanted...
They were the first thing I ever UVW mapped...so...

The map svcks, ergo the texture is 2048 X 2048.
That's big, especially for Morrowind.

That size would probably be something for UT2004, like a body texture.

It's up to you. Do you want me to redo the map and texture?
The average Morrowind player's computer might explode because of the size.
I could just half the size, but who knows what will become blurry due to the map.

As for the helmet, I haven't done anything with that yet. I've been playing Jade Empire lately and haven't been doing much of anything. Sorry.

Yeah, The Ant owes all of you something, so he's not gone.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Fri May 27, 2011 5:01 pm

I'm impressed this is still going on.

Even though I only see Marbred from the old days.

Well done on the community improvements.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Fri May 27, 2011 1:28 pm

I'm impressed this is still going on.

Even though I only see Marbred from the old days.

Well done on the community improvements.

These guys are nuts, Zero, it's hard to keep up with them most of the time :)
Some older mog fans pop in every once in a while, too.
I'm not actually active anymore with mogs, I just sit and watch, and I'm guessing that that's what others do too.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Fri May 27, 2011 4:46 pm

These guys are nuts, Zero, it's hard to keep up with them most of the time :)
Some older mog fans pop in every once in a while, too.
I'm not actually active anymore with mogs, I just sit and watch, and I'm guessing that that's what others do too.


I almost had to promise myself that I wouldn't install Mod*Mod with my new computer on the way, for fear of... posting too freely on the subject. ;)

Saw that Mogtopia's gone too. Weird.

I'm posting more in private forums now, because these forums are just crazy now.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Fri May 27, 2011 5:11 am

I almost had to promise myself that I wouldn't install Mod*Mod with my new computer on the way, for fear of... posting too freely on the subject. ;)

lol
(remember "Moogle Moogle Moogle Moogle Moogle"? :D )

Yeah, unfortunitly Mogtopia was a victim of one of the 'down times' that happen every now and then. It's too bad, too, because there was alot of good 'how to's and links and etc there. The first post of these threads kinda make up for it, but it still doesn't have the scope that Mogtopia had.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Fri May 27, 2011 4:25 pm

Erm, i just got a small question about the wraithpaw. Is it included in the community patch at all?
Cause when i typed in the console command for the wraithguard it gave me the normal wraithguard.
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Fri May 27, 2011 2:45 am

Any new word on the mod SneakyNinjaOtter?
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri May 27, 2011 4:48 pm

The link to Moogle Supplies doesn't work...
Anyone have a working link?
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Fri May 27, 2011 9:22 am

Ok anyone have an estimated guess on how many links were removed here?
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

PreviousNext

Return to III - Morrowind