[WIPz/RELz]NazoX9's Morrowind Bestiary

Post » Sat May 28, 2011 12:50 pm

I've decided that instead of having a bunch of topics covering my many WIPs and releases, I would make a single master topic for them all, that way I can keep everything in one place, as well as discuss my plans for where these mods are going.

Currently I've been working on this in a way that I can avoid being overloaded with such a large project, as well as keep things broken up, so that people who want to use one aspect of this, but not another can use what they like, and avoid what they don't. This is also beneficial to me, as I can keep working on this while getting feedback on what needs to be changed as I go along.

Currently I've broken this into sections, similar to how the UESP has everything broken down on the Oblivion page, but with a few additions.

Daedra
Undead
Monsters
NPCs

I've further broken those down, and been working on the mods, one part at a time, focusing on things like dremora, lesser daedra, liches, ghosts, skeletons, and so on.

Once I've done all of a single section, they will be merged together to a larger mod, that will further edit things like the leveled lists, and spawn points. I'm sure there will be people who would rather not have such changes, and that's why the smaller mods will remain, making this completely modular.

Further on from that, once all sections have been completed they will be moved to the final stage of this, which is a complete change to the hostile areas of Morrowind. Not only will spawn points be rethought, but things such as new dungeons will be added, perhaps even some boss type dungeons with above average loot, but also harder enemies. I'll also be changing how well some of the artifacts are guarded. It's far too easy to obtain not only the artifacts of the game, but also items that are more powerful than those artifacts in most cases. That's one of the things I hope to address with this. There's no challenge to the game for a character beyond level 15, as most creature spawns max out at level 20, and are easily taken down by a character 5 levels below, sometimes more.

Currently here's the breakdown of the sections, and their smaller subsections.

Daedra:

Dremora - released
Adds ranked dremora, like the ones in Oblivion. Each rank having it's own unique look. In a future update, I plan on adding melee, archer, and mage versions of each rank, as well as ranked dremora weapons and armor.

Lesser daedra - released
Includes the hungers, clannfear, scamps, and deadroth. Also gives them unique ingredients like daedroth teeth, hunger tongues, and clannfear claws.

Atronachs - released
Changed the Frost Atronach to more closely resemble that of Oblivion. Gave constant elemental shields to the appropriate atronach, to cause a sort of damage aura. Highly recommended optional files included to remove the bubble, but not the sparks from the elemental shields.

Ogrims/Twilights - released
Makes Ogrims into slow heavy hitters, and Winged Twilights into fast agile creatures. Also fixes some minor issues, like Ogrim Titans having less than half the soul value of regular Ogrims. Titans have also been made more powerful.

Missing Deadra - released
Adds the daedra that aren't in Morrowind, such as Xivlia, and spider daedra. Currently just waiting to hear back from jojjo about his dread knight weapons to release this.

Golden Saints - released
Add a similar matriarchal structure as Oblivion. Also adds a very small chance of encountering a male saint.

Undead:

Liches - Released
Adds more liches to the game, including nether-liches, lesser liches, liches, and ancient liches. Revamps the spells, and generally attempts to make them more challenging.

Ghosts - Released
Adds new kinds of ghosts to the game, including wraiths. Ancestor ghosts are now dunmer in appearance, and regular ghosts have a multiracial appearance. The old look is not gone, just used for wraiths instead. The new look is completely optional however for those that just want to keep the standard look.

Skeletons - WIP
Adding more "ranks" to the skeleton, as well as modifying skills, levels, and gear of the regular ones.

Vampires - WIP
Creating creature vampires so that the turn undead spell will work on them. Going to attempt doing so with the dremora skeleton, to get the cool fade to a pile of dust death effect on vamps. Also going to make vampires appear from a leveled list, so that vampires will be more powerful as you progress, as well as include ancient vampires like in Daggerfall.

Zombies - WIP
Change the zombie type undead such as the bonewalkers, as well as add zombies, and mummies like in the other TES games. Completed a working mummy, using the corprus stalker mesh, with textures from the mummies you find in the cavern of the incarnate.

Monsters:

Sloads - Special case.
Add multiple variety of sloads. Mystics, Necromancers, Conjurers, etc.. each with it's own unique way of combat. After discussion here, I doubt that sloads will be released outside the final product. This is because there will be only a few sloads. I'm thinking one that focuses on each school of magic at the moment. Each will have it's own dungeon, and offer a sort of choice to the player. You can either leave the sload to it's work, in exchange for an item that will increase your skill in that sloads particular specialty of magic, or if you choose to fight the sload, it will enter a sort of tiered fight that will hopefully prove challenging for everyone.

Spriggans - WIP
Integrates the Spriggan into the rest of the game, with different spriggans for each region of Vvardenfel.

Dreugh - Unstarted
Perhaps some more variations on the Dreugh, including the land dreugh.

Goblins - Unstarted
Likely to add in ranks similar to those in Oblivion, as well as integrate the goblins into the base game. Things like goblin caves, and such.

Trolls, Minotaurs, and Ogres - Unstarted
Add trolls to leveled lists through the game. Currently planning on adding scripts so that they must be torched or else they will regenerate after death, just like in older games. Minotaurs and Ogres will most likely appear closely to how they did in Oblivion.

Golems - Unstarted
In Daggerfall, there were daedra, as well as golems for the elements. I'll be working on fire, frost, rock, and flesh golems for Morrowind.

Giants - Still debating
Not really sure where they would fit in, but I'll see what I can do.

Werecreatures - Still debating
I think it would be fun to do, but I wanna see just how manageable it is to do. Don't want anything that's going to be overly complicated, and buggy.

Much more, but haven't fully mapped out this section, as there's so much to it.

NPCs:

Bandits - Unstarted
Create leveled bandits, and highwaymen. Create spawn points for highwaymen, that will spawn on roads, and attack unless payed. The bandits will definitely not be having any kind of end game armors/weapons.

Summoners - Unstarted
Add necromancers, as well as daedra summoners that will spawn in the corresponding locations.

Beyond that, NPCs haven't been thought about too much, but I'm sure more will be added.

I will be adding more to the breakdown list as it comes up, but that's where I'm at so far. With this thread, I'm hoping to get suggestions, as well as have a single place to get feedback on things I've done, as well as what I'm planning on doing. Please don't be afraid to make suggestions. :D

Downloads

Daedra:
http://tesnexus.com/downloads/file.php?id=26039
http://tesnexus.com/downloads/file.php?id=26654
http://tesnexus.com/downloads/file.php?id=27987
http://tesnexus.com/downloads/file.php?id=29570
http://tesnexus.com/downloads/file.php?id=29713
http://tesnexus.com/downloads/file.php?id=29985

Undead:
http://tesnexus.com/downloads/file.php?id=24857
http://tesnexus.com/downloads/file.php?id=27454

Monsters:
Coming Soon

NPCs:
Coming Soon

Like I said before, I appreciate all suggestions, as well as feedback on this. Thanks. :D
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Natalie J Webster
 
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Post » Sat May 28, 2011 8:47 pm

Looks promising. I'll be trying out some of your mods in my new MW installation soon as I relocate all the mods I was using before on my old comp.

Two questions:

-Will you be combining all of these mods into one .esp eventually after there all complete?

-Would it be possible to have packrats added in a similar manner to the pack guars? I love those little guys. :lmao:
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Laura-Jayne Lee
 
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Post » Sat May 28, 2011 9:01 pm

Looks promising. I'll be trying out some of your mods in my new MW installation soon as I relocate all the mods I was using before on my old comp.

Two questions:

-Will you be combining all of these mods into one .esp eventually after there all complete?

-Would it be possible to have packrats added in a similar manner to the pack guars? I love those little guys. :lmao:


Yeah, they will be combined when they're all done, however, I'm going to continually update the separate ones, since everyone has different taste in what they want to use.

Are you referring to the pack guar mod I made? Or are you just wanting to know if they'll be spread around the world in villages and such?
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Kevin Jay
 
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Post » Sat May 28, 2011 3:06 pm

Yeah, they will be combined when they're all done, however, I'm going to continually update the separate ones, since everyone has different taste in what they want to use.

Are you referring to the pack guar mod I made? Or are you just wanting to know if they'll be spread around the world in villages and such?

Cool, single esp's are always good when you use as many mods as I usually do. (And are also too lazy to merge anything :rolleyes: )

Yep was referring to the pack guar mod, although in the case of the little packrats.
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quinnnn
 
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Post » Sat May 28, 2011 12:55 pm

Cool, single esp's are always good when you use as many mods as I usually do. (And are also too lazy to merge anything :rolleyes: )

Yep was referring to the pack guar mod, although in the case of the little packrats.


Well I wasn't planning on including my pack guar mod in this one, but I could always update that one with rats. I never even thought about adding them in, since they're sold in Tribunal.
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Richard Dixon
 
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Post » Sat May 28, 2011 4:03 pm

Unfortunately you can't get the packrats out of mournhold by normal means because of the travel issue with the city in vanilla.
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Jessica Nash
 
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Post » Sat May 28, 2011 5:43 pm

Unfortunately you can't get the packrats out of mournhold by normal means because of the travel issue with the city in vanilla.


Didn't even think about that. I'm not planning on including the purchasable pack animals in this one, but it may be good for an update to my pack guar mod. Could extend it to pack animals, and see what else I could wip up beyond guars, and rats.
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 7:29 pm

Trying to get the sloads to have a unique feel to them, since they are a very unique creature. It's slightly difficult though, to have them fight differently from everything else, but still be challenging to the player. I'm hoping to have at least 5 different varieties, and two to three different level grouping of those. I'm hoping to get the sloads released here within the next week.
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X(S.a.R.a.H)X
 
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Post » Sat May 28, 2011 2:34 pm

Will be looking forward to those. Well...not really...their ugly as sin. But I'll be glad to kill them certainly. :biglaugh:

I have two suggestions about some of the new info in the OP. Concerning saints, maybe do something similar to what Piratelord has in his creatures mod, but using oblivion inspired saint versions. And maybe it would be best to see how Wolvman manages to implement werecreatures in http://www.gamesas.com/bgsforums/index.php?showtopic=1046903 before attempting them.
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Amy Masters
 
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Post » Sat May 28, 2011 9:13 pm

Will be looking forward to those. Well...not really...their ugly as sin. But I'll be glad to kill them certainly. :biglaugh:

I have two suggestions about some of the new info in the OP. Concerning saints, maybe do something similar to what Piratelord has in his creatures mod, but using oblivion inspired saint versions. And maybe it would be best to see how Wolvman manages to implement werecreatures in http://www.gamesas.com/bgsforums/index.php?showtopic=1046903 before attempting them.


Well what I was originally planning to do with golden saints was have a few different ranks, and instead of them carrying random armors and weapons with them, have them carry aureal weapons and armor. Then I found Westly's golden saints, and there's absolutely nothing I could do in any way as good as what Westly did.
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Da Missz
 
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Post » Sat May 28, 2011 3:59 pm

Looks awesome. Not to keen on sloads being in there in any multiplicity. They're supposed to be almost otherworldly, seldom glimpsed, powerful creatures...the idea of them just popping up randomly doesn't really appeal to me. Other than that it sounds really cool.
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darnell waddington
 
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Post » Sat May 28, 2011 5:06 pm

Looks awesome. Not to keen on sloads being in there in any multiplicity. They're supposed to be almost otherworldly, seldom glimpsed, powerful creatures...the idea of them just popping up randomly doesn't really appeal to me. Other than that it sounds really cool.


Well, the standalone mod will likely include them in somewhat numerous amounts. The complete bestiary version however they will likely be somewhat like the random werewolves in bloodmoon. In fact, I don't think I've ever actually encountered one. They will probably be placed in very specific locations, not just added randomly to some leveled lists.
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Stacey Mason
 
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Post » Sat May 28, 2011 5:47 pm

Alright, I'm gonna come to you guys with ideas on the sloads, as I'm having a hard time making them seem unique in combat, and still making them a challenge. Any ideas on spells, or anything like that?
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Nicholas C
 
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Post » Sat May 28, 2011 7:37 pm

Alright, I'm gonna come to you guys with ideas on the sloads, as I'm having a hard time making them seem unique in combat, and still making them a challenge. Any ideas on spells, or anything like that?
Well, http://www.uesp.net/wiki/Lore:Sload has them "quite skilled at magic, particularly necromancy and teleportation magics." So, you could use that Wall of Bones spell from Cortex's Scripted Spells. If you're doing Sload's as "boss" encounters in controlled environments you could have them using some kind of short range teleportation magic: >Bamf< Cast spell from position 1 >Bamf< Cast spell from position 2 >Bamf< etc.

Again, with a controlled environment you could have some mass summon of undead, like Arcimaestro Antares' http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=136072&id=6777 and they could come out of the ground. Lots of relatively weak skellingtons would be fun rather than just one uber-warrior type.

And the final teleport when health gets low.

Dunno how possible any of these are :unsure:
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electro_fantics
 
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Post » Sat May 28, 2011 4:52 pm

Well, read http://uesp.net/wiki/Lore:Sload, if you haven't already. Based on that, here's my suggestion.

Make only a few sload on Vvardenfell (I would say no more than 5). Build a dungeon around each one, with random liches out of your earlier Bestiary entrie (since sload are accomplished necromancers, it seems logical that those who seek to go down that dark path would turn to one for guidance) and random undead. Put the sload at the very end of the dungeon, and since sload are supposedly very cautious and self-serving, have it offer to give the player an artifact (out of a levelled list, perhaps?) or teach him a spell (probably a summoning of some kind). That way, virtuous paladins and the like can smite them from the land, but more opportunistic adventurers have a chance to prosper. Also, I think it goes without saying that the lich at the end of Fort Firemoth should be a sload :D

Everything I've read about the sload points away from random spawns that attack you on sight. If you're going to put sload on Vvardenfell, I think it needs to be more thought-out than that.

As for spells, undead summons and powerful destruction magic, I would say.
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MatthewJontully
 
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Post » Sat May 28, 2011 7:40 am

Thank you guys for your suggestions. The teleport thing was one that I was really considering for a while. I think it would pretty easy to script in. I'll give it a shot.

Question: Is there a mod that gets rid of the shield bubbles?
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gemma
 
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Post » Sat May 28, 2011 11:46 pm

Question: Is there a mod that gets rid of the shield bubbles?

None that I am aware of. Spell effects are one area of MW that are almost completely unmodded.
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Anna Watts
 
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Post » Sat May 28, 2011 10:34 pm

None that I am aware of. Spell effects are one area of MW that are almost completely unmodded.


It's fine, I made my own that I'm going to include in the atronach mod I'm releasing in a few minutes as an optional folder. Removes the bubbles, but not the sparkles from the elemental shields.
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LuBiE LoU
 
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Post » Sat May 28, 2011 3:03 pm

There's a mod that replaces all the spell effects, it turns the bubbles into a few lights moving up and down in the general shape of the bubble.
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Krystina Proietti
 
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Post » Sat May 28, 2011 4:12 pm

There's a mod that replaces all the spell effects, it turns the bubbles into a few lights moving up and down in the general shape of the bubble.


I'd prefer them to be gone completely honestly, just cause of the fact that all the atronachs are now running around with elemental shields. To think I was trying to figure out a way to script a damage aura in to the atronachs, and it's one of the effects of the element shields.. Who knew?
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~Amy~
 
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Post » Sat May 28, 2011 3:45 pm

Atronachs released.
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mimi_lys
 
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Post » Sat May 28, 2011 8:41 am

Cool B)

Nice (continued) work, NazoX9 :thumbsup:
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 5:05 pm

Cool B)

Nice (continued) work, NazoX9 :thumbsup:


Thank you. I'm working on the missing daedra now. I'm hoping I have this spider daedra thing right. If I do I'll post some screens once I've got them done. :D


Hoorah! Got everything rigged up properly. The spider daedra look great in game. Things like death are pretty much uncontrollably bad though, unless someone came along and created a death animation for them. Fighting seemed a bit strange, but I'm going to do what I can to clean that up a bit by seeing how the legs look attached to different spots in the legs. Before that though, I'm going to play around with textures a little, and see what I can get to look good then I'll be posing shots for you guys. :D
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asako
 
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Post » Sat May 28, 2011 9:12 am

Couldn't you use the animations from the Drider in Tamriel Rebuilt? It has a fairly nice animation where it rolls over and its legs curl up, like a real spider :D
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Jamie Moysey
 
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Post » Sat May 28, 2011 1:56 pm

Couldn't you use the animations from the Drider in Tamriel Rebuilt? It has a fairly nice animation where it rolls over and its legs curl up, like a real spider :D


Well, I don't want to make this mod dependant on TR_data. As far as I know that's the only way they're allowing people to use the things made for TR. I mean, it's not really that bad seeing as how nothing in Morrowind is really that spectacularly animated, the back legs just wind up falling through the ground.

They also seem to [censored] slightly up when fighting, because of the part of the legs they're attached to, but that may just be hand to hand. I'll have to test it out with a weapon, because placing the legs on the feet node instead of the upper thigh didn't seem to fix anything, just made it kinda worse, since now the legs completely swing out of place when it walks.
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Neliel Kudoh
 
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