[WIP] The Oblivion Centaur Project

Post » Fri May 13, 2011 1:27 am

Okay I can't go through every page, but as far as I went no one had mentioned a viable replacement for Sneak. I say disable sneak all together, and instead attach the same damage multipliers based off of how fast you are moving when you hit the target. This came to me after posting, maybe just make it so pushing C (or whatever your sneak button is) makes you charge at a faster than normal rate, but limited control ie: CHARGE!. Sounds more horse-like to me. Also, will people be able to ride on your back? I'm sure somebody had to ask that, but I ain't lookin' :P
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Fri May 13, 2011 7:24 am

Okay I can't go through every page, but as far as I went no one had mentioned a viable replacement for Sneak. I say disable sneak all together, and instead attach the same damage multipliers based off of how fast you are moving when you hit the target. Sounds more horse-like to me. Also, will people be able to ride on your back? I'm sure somebody had to ask that, but I ain't lookin' :P


If this creature works out then it would be as simple as following this tutorial to make a ridable centaur:
http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures

but riding the player Im pretty sure would be impossible.


what was ended up deciding for sneak, sneak mode consists of the player going sneak, but you cant move around in sneak mode (but still attack, cast spells etc). Same with backflips and whatnot from high acrobatics, ill be making them impossible.

Also I forgot to mention, you will be able to wear greaves and boots, they just wont be seeable, this is mainly to aviod having to patch for different items (knight of the Nine boots) and saves losing enchantment slots, same with full body armor (arena rainment) you can wear it but the bottom half will dissappear. All just for compatibility.
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri May 13, 2011 5:39 am

but riding the player Im pretty sure would be impossible.


I just died a little on the inside *takes off saddle and leather fetish gear* :P. Great job thus far, I never thought I'd see this come to fruition. That completely makes sense about dodging + greaves/boots. I suppose it'll only be a matter of time until we have special centaur outfits though
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Fri May 13, 2011 12:23 am

so much for trying to aviod having to keep this thread up.

i just have a quick question that i need feedback on. For the rearing attack animation, when should that happen? I was thinking during a hand-to-hand power attack, but should that be it?

whats your take on it?
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri May 13, 2011 3:38 am

so much for trying to aviod having to keep this thread up.

i just have a quick question that i need feedback on. For the rearing attack animation, when should that happen? I was thinking during a hand-to-hand power attack, but should that be it?

whats your take on it?


Hmm, what about handtohandattackbackpower.kf ??

KP
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Fri May 13, 2011 2:18 am

trouble is, those animations take the player in a certain direction...thoughi have had an idea.

because we can no longer have the spinning attacks, ill input the horse rearing there along with a downward thrust.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Fri May 13, 2011 12:06 pm

trouble is, those animations take the player in a certain direction...thoughi have had an idea.

because we can no longer have the spinning attacks, ill input the horse rearing there along with a downward thrust.


Yeah, that would be sweet!
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri May 13, 2011 8:16 am

Any chance of using the horse attack animation as a handtohand attack? :)
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Fri May 13, 2011 1:55 pm

Any chance of using the horse attack animation as a handtohand attack? :)


thats what i was just asking, for the hand to hand power attack/s ill be putting it in, but wondered if i could find any other attacks where i could put it.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri May 13, 2011 2:27 am

why not use the default pc hand-to-hand attack?
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Fri May 13, 2011 12:06 pm

why not use the default pc hand-to-hand attack?


oh, it'll be there too for the normal attacks becasue its faster, but for the bigger attacks it makes more sense to have the horse attack instead.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Fri May 13, 2011 12:11 pm

Any news?
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Fri May 13, 2011 1:21 am

yes, I have reached the mid way point now, and some testing has begun at TESA just now. (wow, good timing for a post)

The creature idea is getting scrapped, im just moving straight up to NPC compatiable centaurs. No much to show off, but yes, progress is still going. Once I am sure my animations so far work on other's computers, then I start merging for attack animations, which is actually a simple process as it requires nearly no editing or custom animations.

I've been working pretty quitely with it, Im not abandoning it, just dont want to bother updating until I have something worth showing off.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Fri May 13, 2011 12:31 pm

Wonderful!
Great to know that this is moving forward.:)
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Fri May 13, 2011 4:23 am

Wonderful!
Great to know that this is moving forward.:)


Totally agree! Can't wait for the beta! (If there is one...) =D
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri May 13, 2011 12:49 pm

Any news?
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Fri May 13, 2011 10:21 am

Any news?


End of semester at university...I havent had much time for anything mod-related lately.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Fri May 13, 2011 12:18 pm

End of semester at university...I havent had much time for anything mod-related lately.


Aww =(

Well if you have any news plz post it!
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri May 13, 2011 12:18 pm

Not sure if this was mentioned, but wouldn't it be easier to just make a centaur *creature* and then use TheTalkieToaster's Playable & NPC Creatures mod to play?

http://www.gamesas.com/index.php?/topic/1093805-relz-playable-npc-creatures/page__hl__playable
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Fri May 13, 2011 7:21 pm

Not sure if this was mentioned, but wouldn't it be easier to just make a centaur *creature* and then use TheTalkieToaster's Playable & NPC Creatures mod to play?

http://www.gamesas.com/index.php?/topic/1093805-relz-playable-npc-creatures/page__hl__playable


I was the one that fixed Talkie's last problem with his creatures mod, and yes that it exsactly what im doing, custom skeleton with custom animations, i dont replace any animations. Think of this project more like "creating a custom creature", I didnt start from total scratch (as I can modify and merge the exsisting animations) but its still a alot of work. If you want to compare it, a bit like making the akatosh mount into a playable creature...only without having the akatosh mod. You must have the creature finished before you can use talkie's method to make it playable.

I could nearly release a creature at the moment, but it would only have the horse rearing animation...which wouldnt be good to play with in my opinion.

The part that takes the longest (and the same reason Im waiting for the holidays) is the creation of each animation. Im not using the human animations, I have to modify nearly single one to make it would properly with the centaurs. Im going to do more testing, but i will have to edit any animation that involes the player moving.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri May 13, 2011 10:35 am

That mod is so awesome! Can't wait for this one!
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri May 13, 2011 6:42 am

Are you on holidays making the new animations yet? Because I really want this mod to come out. =D
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Fri May 13, 2011 5:41 pm

Are you on holidays making the new animations yet? Because I really want this mod to come out. =D


Then may be you should help out with the project!
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Fri May 13, 2011 3:04 pm

Then may be you should help out with the project!


Hey man, I would if I could!
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Fri May 13, 2011 12:17 pm

Yes iM on holidays :)

I sent a message off to PacificMorrowind the other day because I couldnt get one of his pyffi scripts working (to change bone prorities). Hoping he gets back to me soon.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

PreviousNext

Return to IV - Oblivion