[WIPz/RELz]NazoX9's Morrowind Bestiary

Post » Sat May 28, 2011 8:10 pm

Ok, well you could use the Land Dreugh from Creatures X, maybe?
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sally coker
 
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Post » Sat May 28, 2011 8:57 am

Ok, well you could use the Land Dreugh from Creatures X, maybe?


The land dreugh and spider daedra use the same legs that I'm using for my spider daedra. If you use that and don't notice then you shouldn't notice this.
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Adrian Powers
 
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Post » Sat May 28, 2011 8:02 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7195
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Jesus Sanchez
 
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Post » Sat May 28, 2011 4:46 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7195


That's the same legs as creatures and that I'm using.The only difference is that I've converted it to a creature instead of it being parts of an NPC.
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Michael Korkia
 
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Post » Sat May 28, 2011 7:31 am

That's the same legs as creatures and that I'm using.The only difference is that I've converted it to a creature instead of it being parts of an NPC.


I come with screenshots!

Spider Daedra
http://i624.photobucket.com/albums/tt325/NazoX9/Spiderdaedra1.jpg
http://i624.photobucket.com/albums/tt325/NazoX9/SpiderDaedra2.jpg
http://i624.photobucket.com/albums/tt325/NazoX9/SpiderDaedra3.jpg
http://i624.photobucket.com/albums/tt325/NazoX9/SpiderDaedra4.jpg

That last shot shows how they die. It's not horrible, like I said, but it could be better.

Also, I'm likely going to add bracers to them before they're completed.
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Olga Xx
 
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Post » Sat May 28, 2011 6:13 pm

I've come to a point where i'm satisfied with the spider daedra. I'm gonna start working on the Xivilai tonight. I should have screens up by the end of the night, depending on when I go out.

So I've actually been having some slight problems with the Xivilai, so this could take a bit longer than I'd hoped.
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Fiori Pra
 
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Post » Sat May 28, 2011 9:03 am

The problems with the Xivilai have continued, so at this point, I think I'm going to put them off for a bit. Now, I can either finish up the spiders and release them separately, and wait on the Xivilai, or if someone would be willing to work up a nice little skirt thing like they wear in Oblivion, that will fit well on the better bodies meshes I can work with that. :D
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Cedric Pearson
 
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Post » Sat May 28, 2011 2:22 pm

This sounds like a really good idea. good luck!
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cosmo valerga
 
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Post » Sat May 28, 2011 12:56 pm

This sounds like a really good idea. good luck!


Thank you. It's proving to be a lot of work completely redoing all the creatures and such in the game, but keeping it broken down into parts is helping me keep focus on what I'm doing instead of trying to leap ahead.
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Amy Melissa
 
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Post » Sat May 28, 2011 2:10 pm

Giants! I love it, I was thinking of learning how to mod just so I could put Wagner's "the hall of the mountain king" into an underground hall. I can't wait until that is released :)
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x a million...
 
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Post » Sat May 28, 2011 4:55 pm

I tested the dremora part in-game. When approaching a daedric ruin, I got some error messages that a dremora churl was missing some idle animations.
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Saul C
 
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Post » Sat May 28, 2011 9:50 pm

I tested the dremora part in-game. When approaching a daedric ruin, I got some error messages that a dremora churl was missing some idle animations.


Hmm. I suppose I could have forgotten to make one of them a biped. I'll check that tonight.
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Kayla Keizer
 
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Post » Sat May 28, 2011 8:17 pm

Alright, sorry that it took me so long to get back about this. It seems that I have them all set up properly. It's very strange that you would get that error. Has anyone else had anything similar happen?

Anyways, I'm working on an update to the dremora right now, since I'm a bit more knowledgeable about how leveled lists work now. I'll be adding in quite a bit, such as the possibility of finding dremora archers, and mages, instead of just the fighters. Also, I'm going to work on adding different dremora armors for each rank, as was suggested a while back.

I'm also hoping to get the spider daedra released shortly. I'm working on getting them to attack a certain way, but things are looking good.
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Unstoppable Judge
 
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Post » Sat May 28, 2011 7:45 am

Wow, these mods sound great! Thanks for sharing NazoX9! :^)

Now, I'm hoping you can clear something up for me a little bit regarding your Dremora mod. I seem to remember that in Oblivion the lands were full of weak, retarded Dremora when your character was a low level, but they were gradually replaced with stronger and stronger Dremora as you increased in level. To me that just felt silly and I didn't like it, so I'm wondering to what extent your mod might implement that in Morrowind. Basically I'm wondering if your mod might enable the game to scale down to be somewhat easier for lower level characters or if there are still plenty of big strong bad guys roaming the ruins ready to crush my low level character into dust.
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Chloé
 
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Post » Sat May 28, 2011 11:22 am

I like the way this looks.

Question- are you planning on doing any sort of balancing to the creatures already in-game? One thing I was discussing on another forum is how common boars on Solstheim are stronger than Sixth House Dagoths on the mainland. It kills the immersion, were you going to look at that? Or do you know any mods that balance stock creatures?
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Stephanie Kemp
 
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Post » Sat May 28, 2011 12:36 pm

Well, I did like some things about Oblivion, and I also disliked things. I know what you mean with the dremora, and while I did do the similar ranks, I want to make sure that there were still going to be challenges. As of right now, all I'm doing is adding these new creatures to the leveled lists. That means the only place you'll be noticing the levelled dremora and such, is places that already had levelled creatures. With the final part is when I'll be going through and really replacing the spawns and such. i definitely want to keep a real challenge though, so expect to see some non-levelled creatures as well when I finish this up.

As far as balancing I'm taking that into account as well. I want those logical things like the boars not being stronger than the sixth house guys to be there. I've already approached this with liches. Didn't understand them using just a weak shock spell and a sword/shield.
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Erin S
 
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Post » Sat May 28, 2011 9:44 pm

Well well well... I think you can consider me a fan of yours, NazoX9. ;^)
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Sami Blackburn
 
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Post » Sat May 28, 2011 6:14 pm

Well well well... I think you can consider me a fan of yours, NazoX9. ;^)


Haha, well thank you. Expect the initial releases of this to be very different from the end. Right now, the monsters will just kinda be placed like they are in Morrowind. When all the pieces are done, I'll be combining all the mods into one, and doing a complete revamp of the leveled lists, as well as spawn points. Things that will be more logical, and more ecological. Grazelands at high levels had nothing but golden saints running around in them. That was something that always bothered me. The lush grazelands has no grazing animals?
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LuBiE LoU
 
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Post » Sat May 28, 2011 1:42 pm

I am currently working on revamping the Dremora. I'll be updating the models as soon as I'm done with updating the actual in game mechanics of them. I'm looking for opinions on this one. There will now be four different types of Dremora for each rank. One hand weapon and shield, two hand weapon, archer, and mage. What I'm wanting to know is how people feel about robes on the mage. On one hand, I didn't think it looked very proper in Oblivion, however, that could simply be because they didn't really have their own look to them. On the other hand, I suppose it would be kinda nice to know what you're walking into before hand. That way, you see that it's a mage, so before you fight you're ready for fighting a mage.

That's what I'm coming to you for. What do you consider better? Would you like to see them in robes? If so, do you know of any robes that would really look proper on a dremora mage?
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Euan
 
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Post » Sat May 28, 2011 6:26 pm

What I'm slightly worried about regarding the dremora is whether you'll allow armour to be looted from them? Isn't it so that (in vanilla) summoned dremora disappear when killed and regularly spawned ones leave a corpse, but only drop their weapon? Allowing the player to simply loot daedric armour from any high-level dremora one has killed would ruin the "god-like" feel Morrowind has built up around it.
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Hella Beast
 
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Post » Sat May 28, 2011 5:49 pm

they turn to dust when you kill them!
I always thought it would be cool if you could collect the dust and have it made into armor.
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Brian Newman
 
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Post » Sat May 28, 2011 11:12 pm

The new dremora have a very very small chance of dropping armor. Only the two highest ranks will drop deadric, and they're level nineteen, and twenty-four. The lower ranks will drop dremora (rank of the dremora) armor. This ranked armor looks like daedric, but is of much lower quality.

For example, Dremora Churl armor and weapons are similar to iron.
Dremora Caitiff armor and weapons are similar to steel.

Each dremora has a very very small chance of dropping armor. Two leveled lists are in each of their inventory, and each leveled list gives a ten percent chance of them dropping a piece of armor. That means, that getting two pieces of armor from a dremora will be extremely rare. Getting one piece will be pretty rare as well. Getting a full set, will take killing a LOT of dremora of said rank.

These dremora are still creatures, so the armor you see them wearing is part of the model, not armor that they're wearing.
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Brian LeHury
 
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Post » Sat May 28, 2011 8:19 pm

Come to a bit of a snag here. I don't really understand what the problem is.

I've created a working Xivilai, but for some reason, he runs away every time her runs out of magic. I've tried adjusting his flee rating to 0, but it still happens. Has anyone else encountered this before?

Edit: Well, I decided that since the Xivilai was giving me trouble, I would go ahead and make an Oblivion style Dark Seducer. This is using the dread knight armor that was released as a resource recently, minus a few pieces.

http://i624.photobucket.com/albums/tt325/NazoX9/Seducer1.jpg
http://i624.photobucket.com/albums/tt325/NazoX9/Seducer2.jpg
http://i624.photobucket.com/albums/tt325/NazoX9/Seducer3.jpg

Considering, at this point, releasing these without a few that I want to include. So far, I've got everything covered but Vermai, Morphoids, Herne, flesh atronachs, and daedra seducers (I see the Dark Seducers of Oblivion, and the Daedra Seducers of Daggerfall as two different Daedra.) Now, I may be able to get Vermai fairly easily, and flesh atronachs, but morphoids, herne, and the daedra seducers might be a bit more difficult.

So, if I leave those ones out, all I have to do is see if Vermai will be as easy as I'm thinking, put spiders in leveled lists, fix the Xivilai, and release this part. Then I can test the Ogrims and twilight mod I've done to make sure it's working how I had intended, and make a golden saint mod.

After those thing, which I could do in a couple days time, I'll be done with daedra, other than an update to the dremora.

Then, I can merge, and have a full blown daedra release. :D
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krystal sowten
 
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Post » Sat May 28, 2011 12:47 pm

Ogrims, and Twilights released.

Will also hopefully be releasing the missing daedra as soon as I get the ok to release with his converted dread knight weapons.
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Naazhe Perezz
 
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Post » Sat May 28, 2011 5:23 pm

Your changes to the Ogrims and Twilights seem smart to me, thanks for releasing it. I'm *really* looking forward to killing that Dark Seducer, that is just awesome.
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stevie critchley
 
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