[RELz] Mythic Ghosts and Goblins

Post » Sat Dec 11, 2010 11:32 am

High res retextures for the following vanilla creatures

Goblin,
Ghost,
Wraith
Gloom Wraith

along with an additional alternative texture for the ghost based on the traditional halloween counterpart.

Download and pics at http://www.tesnexus.com/downloads/file.php?id=36000
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Tiffany Holmes
 
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Post » Sat Dec 11, 2010 8:28 am

Everything turned out great themythofstrider, awesome job. I especially like that shot of the goblin with glow-mapped eyes, that gives it a really cool effect. Thanks for sharing your work. :foodndrink:
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Mr.Broom30
 
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Post » Sat Dec 11, 2010 5:36 pm

thanks for this new addition and all ur other mods
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Chloé
 
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Post » Sat Dec 11, 2010 9:16 am

more strider gold! thx bud! :D
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GLOW...
 
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Post » Sat Dec 11, 2010 12:06 pm

Great work. Beautiful.
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Cool Man Sam
 
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Post » Sat Dec 11, 2010 1:04 pm

These look amazing, thank you so much! :goodjob:
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Sheila Reyes
 
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Post » Sat Dec 11, 2010 7:30 am

Thanks. The Goblins were driving me insane, glad I finally got them released. :cool: :geek:
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Tina Tupou
 
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Post » Sat Dec 11, 2010 3:43 pm

Istantdownloaded and admired in 3 hours of game. Mythic animals + mythic creatures + mythic Ghosts and Goblins + mythic gatekeeper + TIE = i don't feel the lack of creatures variation :biggrin:
A must-have.

I have a suggestion: can you make a second Alt-Ghost in Rags-texture, but with tears and holes (and patches?) on the rags ? I wonder it will take a very nice but very creepy appearance.
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Josee Leach
 
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Post » Sat Dec 11, 2010 4:20 pm

The Ghosts look really great man, thanks. Haven't gotten close enough to a lich to see the difference yet, and the goblins are so varied in FCOM I have no idea if I've seen one or not, but the ghosts a HUGE improvement over the original.

:thumbsup:
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Stacy Hope
 
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Post » Sat Dec 11, 2010 1:00 pm

I absolutely love these, the goblins really are amazing and the wraiths are incredibly scary.
The only thing bumming me is the headdress of the goblin shaman, I like the idea of the feathers, but I don′t think it looks that ′feathery′.
If I don′t include these textures in the folder, will the vanilla ones be used as normal?
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Umpyre Records
 
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Post » Sat Dec 11, 2010 5:43 pm

Yeah if you remove the texture file it'll revert back to vanilla.
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Dalton Greynolds
 
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Post » Sat Dec 11, 2010 5:28 pm

I believe I've found an issue with your new ghost textures. If you are behind a ghost, the ghost is invisible except for the hands. With the front of the ghost being 0 degrees, once you move past 90 or 270 degrees the ghost's body disappears. This is not the case with vanilla textures.

In reproducing this I suggest toggling off AI for testing purposes, as it will be easier to actually get behind a ghost that way when trying to reproduce the behavior.
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Arrogant SId
 
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Post » Sat Dec 11, 2010 7:32 am

I believe I've found an issue with your new ghost textures. If you are behind a ghost, the ghost is invisible except for the hands. With the front of the ghost being 0 degrees, once you move past 90 or 270 degrees the ghost's body disappears. This is not the case with vanilla textures.

In reproducing this I suggest toggling off AI for testing purposes, as it will be easier to actually get behind a ghost that way when trying to reproduce the behavior.


I just recently raided two undead dungeons and did not notice this happening on my end while killing many ghosts from different angles. I'll go back and double check this in the next few hours to be sure for validity.
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Brittany Abner
 
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Post » Sat Dec 11, 2010 8:14 am

Easy way of verification is to toggle off AI, then just use the console to place some ghosts a moderate distance away close to another actor like a guard. The ghost will typically be facing the other actor in such cases.

I wanted to see the difference in the textures in game when installing the mod, so my test method on this case was to create a test save in Weye with AI turned off, then use the console to create an instance of each of the creatures that has a texture altered to view the vanilla textures. After doing so, saved, installed this mod, then reloaded and immediately toggled off AI again, then proceeded to take a look at each creature in turn. The ghosts' bodies aren't visible when viewed from the rear. I've verified I don't have anything else touching the meshes/textures used by the ghosts.

I should mention I used the default choice for the ghost textures as opposed to the alternate rag option.
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Caroline flitcroft
 
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Post » Sat Dec 11, 2010 2:54 pm

Yeah my ghosts are see through from behind as well. For an easy check, go to one of the Chapel Undercrofts (I went in Anvil) and wander around the Sanctified Dead (they aren't hostile, possibly only if you've started the KotN Pilgrimage?, it's been so long I don't recall for sure). Also turn off Detect Life if you have it on.

Anyway, it's not gamebreaking or anything, but it is a bit funky, especially at an angle, the hands show up, and sometimes part of the face, but no back.

Also, you can check out the wraiths in there, very cool, look great.

Also got around to checking out the goblins, really great, the eyes especially are a nice touch.
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Deon Knight
 
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Post » Sat Dec 11, 2010 2:31 pm

I went back and double checked the ghosts and can confirm the previous two user statements of the transparency issue when viewing the ghosts from certain angles. I took multiple screenshots that I can upload if necessary.
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Peter lopez
 
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Post » Sat Dec 11, 2010 7:02 pm

(cross-posted on TESNexus)

I just wanted to compliment you on all of your work retexturing animals, creatures, and now undead. Your eye for detail and the creativity exhibited are wonderful; your textures are basically the definitive replacements, save for a few scattered hi-res textures for individual creatures out there, there's no reason not to use your textures, which is an accomplishment I suppose all aspire to with their textures but honestly very few reach.
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jessica sonny
 
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Post » Sat Dec 11, 2010 3:27 pm

Also, any plans to do textures for the Shivering Isles creatures/enemies? I still haven't ventured into the Isles but browsing the UESPWiki I discovered there are more additional enemies there than I thought. Not trying to pressure you with my compliments or anything, just curious!
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Dale Johnson
 
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Post » Sat Dec 11, 2010 3:45 pm

Yep. Check out this http://www.gamesas.com/index.php?/topic/1150483-wipz-mythic-madness/page__st__20.

I've lost a bit of momentum since I started the project but so far the grummites and gnarls have been completed. Baliwog is half way there.
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NAtIVe GOddess
 
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