[RELz] Johns Creature Mod

Post » Wed Sep 01, 2010 8:35 pm

Name: John's Creature Mod
Version: 1
Date: 12/19/2010
Category: Creatures
Author: Johnn123
Source: TESAlliance

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Requirements:
=================

Oblivion 1.2.416

=================
Description:
=================

So awhile ago while creating my leveled list overhaul that adds new items to the game, i decided i wanted to take a stab at adding my own creatures has well. Now with my modding on time on the short i decided it would be better to do something a bit smaller than Mart's Monster Mod, something like the Lore Creature Expansion mod. Howver mine arent quite Lore friendly for those of you wondering. This adds several new creatures to the leveled lists. those creatures are the barghest, hellish spirit, tiger, triceratops, tyrannosaurus rex, skeleton lich, unicorns and 2 new wraiths. They have been added to the leveled lists and are based off of existing in-game creatures. You will find them in the appropriate areas with other existing creatures like them.

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Installation
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1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

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Un-Installation:
=================

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

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Incompatibility:
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This will conflict with any mod editting the creature leveled lists, example Mart's Monster Mod. To get around these incompatibilities, you will need to use Wrye Bash to merge the leveled lists together.

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Known Issues:
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The Tyrannosaurus streches and clips when moving, and i hav no idea how to fix this.

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History:
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12/19/2010 - Version1 Beta - First Release for Beta testers only
01/01/11 - Version1 - First Public Release

=================
Contact:
=================

You can find me on TESAlliance as John
You can find me on the official BGS forum boards as Johnn123

=================
Credits:
=================

Thanks to Bethesda for creating Oblivion.
Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
AlienSlof - Hell Hound Resource - Barghest
Ferry and UK47 - Tyrannosaurus Resource
Leo Gura - The Lost Spires, Hellish Spirit and Skeleton Lich
Mr_Siika - Triceratops Resource
Ogramirid - Tiger Resource
Starx - Werewolf from Tamriel Worldspace Creature Pack and 2 New Wraith variants
Khettiena - Beta Testing

=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
TES4Edit
Photoshop
GIMP
Blender
NifSkope
TES4Files


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Licensing/Legal:
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You must contact me and obtain my permission before re-packaging any part of this mod. You must contact Starx for permission on the 2 wraith variants.

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Downloads
http://www.invision.tesalliance.org/forums/index.php?/files/file/723-johns-creature-mod/
http://tesnexus.com/downloads/file.php?id=36377
=================
User avatar
courtnay
 
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Joined: Sun Nov 05, 2006 8:49 pm

Post » Wed Sep 01, 2010 12:44 pm

Does this conflict with MMM?
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Wed Sep 01, 2010 7:35 pm

Not if you use Wrye Bash :)
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Wed Sep 01, 2010 5:40 pm

Congratulations on getting this finished! I'm very eager to try this out. Thank you very much for this.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Thu Sep 02, 2010 1:13 am

Your welcome Pseron Wyrd, I hope you enjoy!
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Wed Sep 01, 2010 6:49 pm

What tags would you recommend for this?

I think I know where to start, basically, but I'm not sure if I would get everything right. Or, of course, it could be as simple as it seems possible...

Anyway, looking good. :foodndrink: I just want to make sure if works OK with FCOM, and possibly other overhauls as well.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Wed Sep 01, 2010 4:40 pm

should work fine with FCOM, im using it in my FCOM install and haven had any issues. :)
im not sure on Bash tags, i dunno much about them sorry
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Wed Sep 01, 2010 12:01 pm

I must be having a particularly blonde day today... because to me, these seem to contradict one another:

1.
This will conflict with any mod editting the creature leveled lists, example Mart's Monster Mod. To get around these incompatibilities, you will need to use Wrye Bash to merge the leveled lists together.


2. {
Does this conflict with MMM?


Not if you use Wrye Bash :)
}


3.
should work fine with FCOM, im using it in my FCOM install and haven had any issues. :)
im not sure on Bash tags, i dunno much about them sorry


... seeing that FCOM always includes MMM, f'rex. :confused:

Um. But like I said, could be one of those days. :shrug:


edit: Oh! Unless there's yet another thing I don't know about in Wrye Bash :blush: - like, how one might go about merging leveled lists, without using tags and the Bashed Patch, say.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Sep 01, 2010 11:06 pm

No i mean with its Bashed Patch function. I didnt relieze it before, but it needs some leveled list tag to get it to import. You could try tagging with Actors.AIData, Actor.AIPackages, Actors.Stats, Graphics, Invent. Im not sure if theyre proper though, like i said im not an expert on it
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Thu Sep 02, 2010 2:27 am

The inherent and primary function of the bashed patch is to merge leveled lists. And this was true long before bashed tags existed.

If this just adds to leveled lists and does not suppress other lists or items on lists or alter how lists work then I don't think tags are necessary. But I'd ask CorePC for advice on that.

Tags are primarily to resolve conflicts that just merging can't resolve.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Wed Sep 01, 2010 11:40 pm

It only need Delev and Relev add to it nothing else

If it does not change Vanilla Creatures or Npc then it does not need Actors Tags etc Which it does not

have not looked at it but will glance and edit post

Edit:

Looks like you left List that are not modified with anything new in them they should be removed or content added to them..

LL0NuissanceBeast100, 75, 50, 25
LLOWraithFaded100
LL1RoadSwamp

And are the Worldspace Changes Neccessary and Worldspace need for the Public Version has well..Those could be removed

Suggestion's once again..
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Thu Sep 02, 2010 12:37 am

Corepc- those three lists I had no creatures that fit where they spawned. My new wraiths are variants on the existing wraiths, they are meant to go along with the regular and gloom wraiths, i dont have one for faded. and what are these world space changes you speak of? The only worldspace change i made was add a werewolf to wander around the Weynon priory, there should be no world edits anywhere else, and no extra world space. and thank you for the tag suggestions, i will apply them in the uodate. :)
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Cameron Garrod
 
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Joined: Sat Jun 30, 2007 7:46 am


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