[relz] Cyrodiil Land Strider Service

Post » Mon Jan 18, 2010 12:28 pm

TES Nexus link: http://www.tesnexus.com/downloads/file.php?id=30219
Planet Elder Scrolls link: http://planetelderscrolls.gamespy.com/View...ail&id=6150

Cyrodiil Land Strider Service 1.0 by Dung Beetle

In the land of Vvardenfell massive creatures called silt striders allowed travelers to quickly move from city to city for a fee. In Cyrodiil similar

creatures called land striders provide a similar service. Similar to their cousins, land striders are almost 40 feet tall and very docile. The are

controlled by a trained operator by levers connected to several nerve clusters in their backs. There are land striders stationed at every city in

Cyrodiil awaiting your patronage.

Included in this mod:
A brand new creature, the land strider. Although I haven't included an in-game method of obtaining it, it is a fully animated and mountable

creature. Just open the console and type:
"player.placeatme 0101A53C" for the classic look (the standard land strider with the levers)
"player.placeatme 0101A53B" for a domesitcated version (not body modifications, with just a saddle to ride in)(change the first 01 to wherever

CLSS is in your load list)

Due to the design limits of the game world I wasn't able to come up with a presentable way to make it a readily available creature. It's just

way too big and the way it interacts with the terrain and passing enemies is just not something I want this mod to be known for. But, if you want to

play it like that anyway, then those codes should get you a pretty decent ride. It has its own cry, death sound, footsteps, and all animations needed

for a mount.

At each city their are land strider ports with an operator waiting to take you to your destination. Each operator has an AI schedule:
22-6: Sleep
6-7: Eat in his tent
7-12: Man his post
12-13: Eat in his tent
13-21: Man his post
21-22: Eat in his tent
When the operators are sleeping or eating, they will not take you anywhere. They work hard all day and take breaks like everyone else. The cost

to ride is 175 gold, regardless of where you are going. Each place you go is just about the same distance so it makes sense it would be the same price.

Each town's port has its own list of places you can go. Here's the list:

Anvil: Kvatch, Skingrad, IC
Kvatch: Anvil, Skingrad, IC
Skingrad: Anvil, Kvtach, IC
IC: Chorrol, Bruma, Cheydinhal, Skingrad, Bravil
Chorrol: Bruma, IC, Skingrad
Bruma: Chorrol, IC, Cheydinhal
Cheydinhal: Bruma, IC, Bravil
Bravil: IC, Leyawiin, Cheydinhal
Leyawiin: Bravil, Cheydinhal, IC

I did have to modify the landscape and pathgrids a bit but I did it in a way that really shouldn't mess with anyone else's mods. The striders

have a script that binds them to one place. There shouldn't be any reason the strider is anywhere else but at the end of the ramp. The striders and

operators are not essential, but they are quest items, so if the die or seem to be acting strangely, open the console, click them, and type resurrect.

And I am aware of the obvious XP exploit presented by having an unmoving and unkillable creature. If you can't keep yourself from training by hitting

the land strider, enjoy your free XP. I also completely disabled fast travel and deleted the text related to it.

Requirements are the newest Oblivion patch, maybe Shovering Isles, too, but I'm not too clear on that. I've done all I could to clean my mod. If I

missed anything, if you have a suggestion, or any other comments let me know. cuddlyogre@gmail.com If you want to use something please ask me first. It

took a month of hard work to make this and I just want credit.

Original sound source credits go to roubignolle, farbin, mjudo12, at freesound.org. Textures are from CGTextures and myself. Voices for the operators

are from Bethesda. Credit for help with my creature animation issues goes to everyone at the official TESCS forum.
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Cash n Class
 
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Post » Sun Jan 17, 2010 11:33 pm

If I understand it correctly, the NPC operator "drive" the silt strider, but the player can also do it? Does that mean, we can sit on top of the beast and enjoy the scenery of Cyrodiil?
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Adam Kriner
 
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Joined: Mon Aug 06, 2007 2:30 am

Post » Mon Jan 18, 2010 9:16 am

Gee, that's incredible.
I loved those animations.
What a job, congrats on the release!:)
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Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Mon Jan 18, 2010 11:55 am

Pretty awesome :D
But... excuse me for beeing picky... the striders look as if done with MegaBlox :S
Here, have a look at the http://tes.ag.ru/mw/bestiary/img/silt_strider_1.gif
In any case, as I said: Awesome job :D
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Albert Wesker
 
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Joined: Fri May 11, 2007 11:17 pm

Post » Mon Jan 18, 2010 2:49 am

Thanks everyone. You are able to drive the land striders. You will have to do a placeatme (the code is in the readme) to get one that you can operate. Do know that this game is not made for large mounts like this. You will probably get stuck on things. And it's ok, jhondidfool. I originally tried to make a silt strider but with such a lack of high res concept art and no real idea what it looks like beyond its general shape in Morrowind, I made it a land strider. As I worked on it, it started to turn into something that wasn't quite what everyone knows and loves, so I decided to make more of a spiritual successor than a replacement.

I learned a lot about making mounts and creatures in general so I may make a more suitable creature mounts in the future. I'm also thinking of making some "scenery creatures" as I call them. They don't really have a purpose but they sure are cool to look at. I wish Oblivion had more support for flying. I really want to make a cliff race but I'm not sure how I'll pull it off.
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A Lo RIkIton'ton
 
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