[RELz] Skeleton Diversity

Post » Wed Mar 30, 2011 5:27 am

After doing a bit of searching for a mod that does what Zombie Diversity did for the wonderful resources created for different zombie races, I realized that no independent mod had been made to implement the resources made for skeletons. Since I'm a big fan of little creature additions, I figured I might as well create the mod myself. And here it is.

Name: Skeleton Diversity
Version: 1.0
Date: 3/22/2011
Category: Gameplay Effects and Changes
Author(s): Matthew_Kaine
Homepage: http://matthewkaine.blogspot.com/
Description
===========
Simply adds Wiruman's Khajiit and Argonian Skeletons to the skeleton and undead leveled lists. There should be a pretty even distribution of them, so it shouldn't be too difficult to run into them. Just go wherever you would normally find skeletons.

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

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

Oblivion\Data\Meshes\Creatures\Skeleton\Argskull.nif
Oblivion\Data\Meshes\Creatures\Skeleton\catskeltail.nif
Oblivion\Data\Meshes\Creatures\Skeleton\catskull.nif
Oblivion\Data\Meshes\Creatures\Skeleton\Skeltail.nif
Oblivion\Data\Textures\Skullstuff

Incompatibility
===============
There should be no issues with other mods that edit leveled lists as long as you merge this file in with a Bashed Patch. I know that Creature Diversity contains these skeletons, so this mod is probably unnecessary for those that use that. I would say the same for larger mods such as MMM, but I personally don't know of their inclusion.

Known Issues or Bugs
====================
The textures of the skulls may not match the texture of the skeletons' bodies. This isn't my doing since I didn't edit Wiruman's textures in any way. I would recommend a texture replacer to better match everything, but I have yet to find one. Let me know if you know of one and I'll be sure to update this.

History
===============
1.0: Initial release

Contact
=======
You can find me on the official Elder Scrolls forums and TESNexus as 'Matthew_Kaine'

Credits
=======
Thanks to Wiruman for his fantastic skeleton resources that made my little mod possible.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all.

Licensing/Legal
===============
You can do whatever you want with this mod but don't complain to me if it
doesn't work or your PC blows up. Just be sure to give Wiruman credit if you plan on using the meshes. His modders' resources can be found on TESNexus.


And finally, the mod itself: http://tesnexus.com/downloads/file.php?id=37700
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Kaley X
 
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Post » Wed Mar 30, 2011 2:57 am

Wow, I would have figured that stuff was already integrated at some point. Thanks for filling in the niche! I'll definitely be adding it to the Integrated Creatures list the next time I do an update.
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Brentleah Jeffs
 
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Post » Wed Mar 30, 2011 12:32 am

Pretty good that you uploaded a mod so soon.:)

Just checking: Did you clean this via TES4Edit for errors, UDRs and ITMs?
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Amysaurusrex
 
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Post » Wed Mar 30, 2011 8:08 am

Wow, I would have figured that stuff was already integrated at some point. Thanks for filling in the niche! I'll definitely be adding it to the Integrated Creatures list the next time I do an update.

They have, as a part of a larger mod at any rate: http://www.tesnexus.com/downloads/file.php?id=26634. Which is already in your Integrated Creatures list. "Creature" credits the author while "Skeleton" credits the uploader of the same sets of resources.

See here; http://www.tesnexus.com/downloads/file.php?id=37700, that the listed Author is "Dominick Cryomonde" as credited in "Creature Diversity", and the Uploader is "Wiruman" as credited in "Skeleton Diversity."
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Kat Stewart
 
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Post » Wed Mar 30, 2011 10:37 am

Ah, I knew I'd seen it somewhere outside of just resources. Probably went through too much stuff and confused myself compiling that list, heh. Actually I need to update it to mark the mods that are included in MMM which I've been using.
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Ricky Rayner
 
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Post » Wed Mar 30, 2011 1:13 am

Ah, I knew I'd seen it somewhere outside of just resources. Probably went through too much stuff and confused myself compiling that list, heh. Actually I need to update it to mark the mods that are included in MMM which I've been using.

Are they included in MMM? I haven't been able to figure that out yet.

As for TES4Edit, I'm not familiar with whatever that is, so I would have to say no. If anybody would like to tell me how to clean it, I'll be sure to do so and re-upload. That being said, is it necessary?

Thanks for the compliments! This isn't my first mod, but I've never worked with leveled lists before. I did a decent amount of testing with several mods enabled, though, and I didn't come across anything remotely unusual.
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Carlos Rojas
 
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Post » Tue Mar 29, 2011 10:09 pm

Sorry to double post, but I just wanted to inform everyone that I've taken the time to clean the mod using TES4Edit and have re-uploaded the file to TESNexus. Also, I've found a terrific skeleton texture replacer that better matches the new skulls with the skeleton bodies. You can find http://tesnexus.com/downloads/file.php?id=8876 right here. I might upload a couple pictures of what they'll look like with these textures pretty soon.
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Chloe :)
 
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Post » Wed Mar 30, 2011 11:21 am

I'm assuming they're included in MMM, but I'm not completely sure. I haven't seen them myself, and the readme doesn't say specifically if there are different races, so it's possible it only covers zombies in that way. I'm currently trying to figure out how to make the MMM skeletons crumble correctly like my vanilla skeletons were, though, because it's awesome watching skeletons explode when you kill them looool. Right now it's kind of glitchy.
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Sxc-Mary
 
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Post » Wed Mar 30, 2011 9:01 am

I'm assuming they're included in MMM, but I'm not completely sure. I haven't seen them myself, and the readme doesn't say specifically if there are different races, so it's possible it only covers zombies in that way. I'm currently trying to figure out how to make the MMM skeletons crumble correctly like my vanilla skeletons were, though, because it's awesome watching skeletons explode when you kill them looool. Right now it's kind of glitchy.

Have you seen Wiruman's http://www.tesnexus.com/downloads/file.php?id=28176? I personally haven't tried it, but it might work with MMM's skeletons if merged correctly using Wrye Bash.
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James Rhead
 
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Post » Wed Mar 30, 2011 1:02 am

I'm assuming they're included in MMM, but I'm not completely sure.


No, Dominick Cryomonde's Argonian and Khajiit Skeletons aren't in MMM. BTW, not sure why they are listed as Wiruman's as they are made by Dominick Cryomonde as Vargr pointed out. Also, have you obtained permission to use them? If not explicitly granted in a readme (which they don't have) it's prudent to obtain permission by the author first.
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 5:40 am

No, Dominick Cryomonde's Argonian and Khajiit Skeletons aren't in MMM. BTW, not sure why they are listed as Wiruman's as they are made by Dominick Cryomonde as Vargr pointed out. Also, have you obtained permission to use them? If not explicitly granted in a readme (which they don't have) it's prudent to obtain permission by the author first.

I notified Wiruman about the release and told him/her to contact me if he had any problem with it. And that's not true; they're definitely Wiruman's according to TESNexus. He was specifically commissioned to create them. If you think they're Dominick's, maybe the two are the same person. In fact, when I search google for Dominick Cryomonde, the first page that comes up is Wiruman's profile on Nexus. I have yet to find any file related to these skeletons other than Wiruman's.

Also, my mod is officially on the BOSS master-list.
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Bedford White
 
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Post » Tue Mar 29, 2011 11:27 pm

The only thing that could make this better is a skeleton rigged with Hel Borne's Orc Skull resource.
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Pixie
 
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Post » Wed Mar 30, 2011 12:38 am

Have you seen Wiruman's http://www.tesnexus.com/downloads/file.php?id=28176? I personally haven't tried it, but it might work with MMM's skeletons if merged correctly using Wrye Bash.

Not sure how I missed this before...

That mod is actually the one I had installed, along with the http://www.tesnexus.com/downloads/file.php?id=29427, when I installed MMM. What I'm experience now with MMM is a stretched texture between the torso and legs when they split apart, so while they break apart in the same way, they're still "connected," http://i52.tinypic.com/25f1ymq.jpg. It can't be fixed with Bash since the crumble mod(s) just replace meshes, there's no esp or anything. So I'm thinking it might not be too hard to fix the problem and integrate it with MMM if it just requires modifying some paths in MMM's skeleton meshes. But that involves unpacking the files from the MMM bsa and tweaking them and then re-adding to the bsa, it'll be kind of a hassle so I haven't tried it out yet.

But you know, if you're looking for ways to add to this mod (on top of Fiore1300's suggestion), you can try to incorporate crumbling skeletons. It's such a cool little feature, one of those things you figure Bethesda would have included if they didn't have a deadline. Vampires bursting in to flames is slightly more unorthodox (though not unheard of), but quite fun as well, as far as "custom death effect" mods go (now who's going to do different ones for each race? don't ask me how that's supposed to work).
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Mel E
 
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Post » Wed Mar 30, 2011 2:26 am

That mod is actually the one I had installed, along with the http://www.tesnexus.com/downloads/file.php?id=29427, when I installed MMM. What I'm experience now with MMM is a stretched texture between the torso and legs when they split apart, so while they break apart in the same way, they're still "connected," http://i52.tinypic.com/25f1ymq.jpg. It can't be fixed with Bash since the crumble mod(s) just replace meshes, there's no esp or anything. So I'm thinking it might not be too hard to fix the problem and integrate it with MMM if it just requires modifying some paths in MMM's skeleton meshes. But that involves unpacking the files from the MMM bsa and tweaking them and then re-adding to the bsa, it'll be kind of a hassle so I haven't tried it out yet.


http://tesalliance.org/forums/index.php?/topic/3767-what-causes-stretch-on-death. :whistling:

I'm sorry for stalking you, Arkngt. m(_ _)m
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 6:25 am

Thanks for this cool mod.
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 5:48 am

http://tesalliance.org/forums/index.php?/topic/3767-what-causes-stretch-on-death. :whistling:

I'm sorry for stalking you, Arkngt. m(_ _)m

Ah, thanks for linking this, I kind of figured it was a "rigging" issue but didn't understand the technical details of it.

Unfortunately, the solution they get to in that thread is, "The easiest solution is to alter the skeleton.nif so it doesn't fly apart on death." That's the opposite of what I want to accomplish, which is to extend the feature so the MMM skeletons don't stretch when they fall apart. It looks like I'm going to have to learn to do more with Nifskope than changing texture paths loool

Unrelated (or maybe not), but I also have issues with a few NPCs that have textures stretching way off into the distance. It's quite odd, as if part of the texture is nailed down somewhere and just continues to stretch as the NPC moves around, clipping through any objects or terrain between the "origin point" and the NPC. I might make a thread about it if I come across it again, have only encountered it with one of the brothers at Weynon Priory and one of Bruma's castle inhabitants as they walked around town.
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Len swann
 
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