[Relz] Atronach Expansion

Post » Fri May 27, 2011 4:56 am

I would like to see an Ashlander Atronach. A huge creature with five Dunmer heads, each of which could tell you to piss off witha different regional accent.

That made me laugh... :biglaugh:

Melchior, you still surprise me with how fast you improve in manipulating meshes and textures! This stuff looks really great, keep at it my friend!
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Fri May 27, 2011 6:54 am

Melchior, you still surprise me with how fast you improve in manipulating meshes and textures! This stuff looks really great, keep at it my friend!

Thanks a bunch greendogo :) I have found that making new creatures is very enjoyable!

I may have to release this mod as is, which would mean without the Myconids for now. As they are still not working correctly in game. But everything else is working so it seems a shame not to have at least some of the content available to the community. Besides I haven't released anything in a while :whistle:

-Melchior
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Thu May 26, 2011 9:22 pm

Cancel that possible release soon... I just tested all my creatures again and they all act at least a little strange.... I have the .esp all set up. Maybe someone familiar with Nifskope can help me out here. They sort of jump (not literally) around and sometimes don't collide properly. I have downsized some large meshes for them. Do I need to delete some collision nodes/boxes or something?

If someone wants to test the creatures out then I can maybe send over what I have right now... thanks...

-Melchior
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 27, 2011 9:42 am

some of mcyonoids would make great armor pieces!
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Fri May 27, 2011 6:38 am

some of mcyonoids would make great armor pieces!

Yeah that would be interesting for sure! Hopefully the glitches are worked out soon... thanks for the comment ordolego!
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Fri May 27, 2011 4:42 am

welcome!
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Thu May 26, 2011 9:57 pm

bump for release?
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Fri May 27, 2011 4:14 am

bump for release?

Nope, I still need some one to sort out what exactly is wrong with the creatures.

I have a theory though. When I made these I used the Optimize/Remove Bogus Nodes spell and it removed the bounding box from the Xcreature.nif file. Could this be the cause of these creatures moving strangely and sometimes messing up their collision?
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Thu May 26, 2011 10:25 pm

yes! that can break models! i know it messed up a bunch of things i made that animate.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Fri May 27, 2011 5:28 am

I was incorrect about the issue with the Atronachs (at least I think so...). Because I redid the Swamp Myconid from scratch,
without "cleaning" up any of the nodes this time. But it still jumps around in game.

Could the problem be that I downsized some very large meshes to work on the creatures?
Would the collisions from those large meshes still be affecting the creatures?
How could I remove said collisions if they exist?
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Fri May 27, 2011 1:21 am

delete collison root?
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Fri May 27, 2011 11:21 am

ah ha!!! a problem i used to have - solved by using nifskope to 'clamp' the animations

load the .nif and .kf files up into nifskope and change the view into list (instead of tree?) then click on all the little flags and change to clamp, simple

:D

Perhaps this might solve your problem? Either way I'm hoping the issue can eventually be solved, since these creatures would be awesome additions for use in mods. :goodjob:
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Fri May 27, 2011 3:42 am

Perhaps this might solve your problem? Either way I'm hoping the issue can eventually be solved, since these creatures would be awesome additions for use in mods. :goodjob:

Hmmm, thanks for the suggestion. I just checked over my meshes in Nifskope and it seems that all my flags are already set to 'clamp' :banghead: aggravation extraordinaire

I did send one of my creatures over to lidicus. Whenever he gets the time, I am sure he will look it over.

Until then, it is rather sad to see all these cool creatures on my laptop, unwilling to release them
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri May 27, 2011 1:23 am

Just a headsup, the original release (first post) doesn't actually add anything to levelled lists. Downloaded the mod twice from TES Nexus and the 3 KB ESP defines the new atronachs but they're not added anywhere in the game world (manual placing or in levelled lists). PES link doesn't work for me.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Fri May 27, 2011 10:12 am

Just a headsup, the original release (first post) doesn't actually add anything to levelled lists. Downloaded the mod twice from TES Nexus and the 3 KB ESP defines the new atronachs but they're not added anywhere in the game world (manual placing or in levelled lists). PES link doesn't work for me.

I was beginning to wonder if that release actually worked. Thanks for the heads up. Hopefully I will at least have time to fix that problem, before the rest of the creatures are released.

Sorry for the inconvenience this may have caused anyone :embarrass:
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Fri May 27, 2011 2:26 am

Closed as the http://www.gamesas.com/bgsforums/index.php?showtopic=969481&hl= is out.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Previous

Return to III - Morrowind