[WIP] The Oblivion Centaur Project

Post » Thu May 12, 2011 9:06 pm

As a machinimator, I can hardly wait.

As a gamer, I hope this thing can run REALLY fast.

I have a question: what are you going to do about the horses in the game already? Will centaur players be able to ride them? That would be wierd.


horses will be a no go (you wont need them anyway)


They have a racial trait of fortify speed (the exsact number has not been decided yet)

Also, I was requested for a centuar statue yesterday, which I have made: http://www.invision.tesalliance.org/forums/uploads/1259715193/gallery_108_44_15735.jpg

Will put it up for download somewhere for people soon
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anna ley
 
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Post » Thu May 12, 2011 11:36 am

Just a bump out of interest regarding this project's development.
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Courtney Foren
 
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Post » Thu May 12, 2011 6:55 pm

The first post has been updated, new video up using the horse animations now.
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Natalie Taylor
 
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Post » Thu May 12, 2011 9:08 pm

Oh man I'm excited about this project!

Speed boost: why if you already have the speed of a horse?
Sneaking: Horses don't sneak! They might walk, wich is better than running to avoid detection, or simply stand with that pose, it seems ok.
Skills: acrobatics and sneaking! Seriously, I'd choose Marksman, Alchemy, Athletics and Speechcraft as racial skills.
Attributes: I understand those beings have to have an average strenght, endurance and personality, high speed and intelligence, and low agility and willpower.
Abilities: Resist diseasse 25%, Resist Normal weapons 15%, Resist magic 15%, being part of the "creature" faction (friend of ogres, lions, etc).
Powers: Great power 1: Fortify Speed 20 / Fort Athletics 20 / Restore 5 fatigue > for 240 seconds on self (once per day)
Great Power 2: Restore 200 magicka on self, damage 50 fatigue (once per day)

My vision of centaurs is a kind of intelligent and creative beings, but somehow primitive and wild, they'd prefear being among animals than among humans, maybe seeing in the expansion of cities the end of their traditional life in the forests and a perilious threat to the natural order and all this green stuff, peaceful people that may get frightened with some shiny legion armors but that might fight to dead if they decide to fight, althought most times would try to settle some kind of trap or play a trick on them, poison their enemies or simply ignore them and move to another direction.

I'd go for this topical version, and then if there's some demand maybe make another "darker" centaur race like evil warlords with heavy armor and spears and casting fire spells, that'd be cool too, but IMO better don't mix it up, but hey that's only my opinion.

Good luck mate, hope you can release it soon.
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koumba
 
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Post » Thu May 12, 2011 9:54 am

Wow, this is awesome... can`t wait to try this new race...
My humble opinion about theyr ability...
Skill:
- Markman (for sure)
- Alchemy (always living in the forest get you some extra knowledge)
- Blade/Blunt ((but less then the Markman) as they are warrior type)
- Block
- Armored
- Illusion Magic (a lil extra for the Big beast)

Lesser Power/ Ability:
- A "pushactoraway" medium range, about (50) + Big Boost of Markman & Medium Boost of Speed & Agility (perfect for close combat while using the bow)
- A Detect life Ability on a large Range


I think that this way our centaur would be special... No ? !!!
Eniway, keep up the good work... Cant wait for this ! :foodndrink:
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Bethany Watkin
 
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Post » Thu May 12, 2011 9:54 pm

What abilities should this race have? How big should the speed boost be? what else?


I don't know if I've already said this, but Centaurs live in Valenwood and mingle with Bosmer communities, right? So how about if they have their own version of the Bosmer's Beast Tongue power? Some kind of innate ability to "talk to" (i.e. command) horses would be interesting. Like, instead of riding a horse by activating it (which I assume you'll disable somehow), they instead automatically cast Beast Tongue on the horse.

It makes sense from a cultural standpoint, and wouldn't disadvantage players who play Centaurs but don't like the idea of having some arbitrary and immersion-breaking "you can't ride horses!" message pop up.
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Victor Oropeza
 
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Post » Thu May 12, 2011 3:52 pm

I don't know if I've already said this, but Centaurs live in Valenwood and mingle with Bosmer communities, right? So how about if they have their own version of the Bosmer's Beast Tongue power? Some kind of innate ability to "talk to" (i.e. command) horses would be interesting. Like, instead of riding a horse by activating it (which I assume you'll disable somehow), they instead automatically cast Beast Tongue on the horse.

It makes sense from a cultural standpoint, and wouldn't disadvantage players who play Centaurs but don't like the idea of having some arbitrary and immersion-breaking "you can't ride horses!" message pop up.


Thats actually not a bad idea, Ill add it to my notes.

From lore there appear to be two places that centaurs live, Valenwood and the Iliac Bay region.
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leni
 
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Post » Thu May 12, 2011 6:07 pm

The new walking animation looks great! Keep up the good work.

gothemasticator
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ILy- Forver
 
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Post » Thu May 12, 2011 4:40 pm

Wow, I just saw this, looks awesome. The Oblivion modding community continue to amaze me, last time I read about this must have been a couple of years ago, when people of course said it was impossible ^_^

Even though I'll probably not play as one myself, I would definietly want centaur-NPCs. I hope that is possible later on.

Not sure if this has been asked btw, but will there be female centaurs too?
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Louise Andrew
 
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Post » Thu May 12, 2011 11:55 am

Yes, there will be both female and male centaurs. :)
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Marina Leigh
 
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Post » Thu May 12, 2011 8:41 pm

Walk is looking good!:)
So is the crouch mode. Will there be an animation to it?
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Ernesto Salinas
 
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Post » Thu May 12, 2011 11:17 pm

The new walking animation looks great! Keep up the good work.

gothemasticator


I agree,

keep up the good work on Centaur Project..
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Sheila Reyes
 
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Post » Thu May 12, 2011 6:58 pm

cant wait for this!

keep up the good work :D

:thumbsup:
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Susan
 
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Post » Thu May 12, 2011 11:23 am

Yeah, this look really good, How's the progress so far ?
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Catherine Harte
 
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Post » Thu May 12, 2011 11:10 pm

Yeah, this look really good, How's the progress so far ?


yeah anything new we should know? i really cant wait for this!

I have been looking around for this since it was announced way back :D
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Fluffer
 
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Post » Thu May 12, 2011 11:59 am

At the moment I am waiting to see if amorilia can write a PyFFI script can be written for renaming bones in an animation. If that can be written then it will only take a few minutes to merge the animations, instead of an hour.

Just so you know, I dont intend updating every time I add a little thing onto it, but I can say this since te last post:
Koniption helped find the problem I was having with the Idle animation, which was really bugging me, hence she is in the credits now.
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Stace
 
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Post » Thu May 12, 2011 7:18 pm

At the moment I am waiting to see if amorilia can write a PyFFI script can be written for renaming bones in an animation. If that can be written then it will only take a few minutes to merge the animations, instead of an hour.

Just so you know, I dont intend updating every time I add a little thing onto it, but I can say this since te last post:
Koniption helped find the problem I was having with the Idle animation, which was really bugging me, hence he is in the credits now.


I'm a "girl"...*giggle* *tee-hee*

Just for future reference.

Koniption
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Tania Bunic
 
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Post » Fri May 13, 2011 12:56 am

I'm a "girl"...*giggle* *tee-hee*

Just for future reference.

Koniption


"Off Topic" - I have known her for a while now and though I've no idea what she looks like her modding/modeling skills make her irresistibly sixy. Shaaawingggg!

Seriously though, have you seen her iguana armor? It's the stuff of legend!
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Charlie Ramsden
 
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Post » Thu May 12, 2011 10:00 pm

I'm a "girl"...*giggle* *tee-hee*

Just for future reference.

Koniption



whoops :P

thats what i get for assuming. Fixed it up.
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Matthew Aaron Evans
 
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Post » Thu May 12, 2011 6:12 pm

It might just be me, but the horse part looks too small (more like that of a miniature horse, or a donkey), apart from that it looks amazing.
Will it be released as a resource? I've been working on a High Rock mod for over a year now, and we've been sorely lacking a Centaur creature, and it would be great to be able to use this in the mod.

Cheers,
TOYB
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Catherine N
 
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Post » Thu May 12, 2011 11:58 am

It might just be me, but the horse part looks too small (more like that of a miniature horse, or a donkey), apart from that it looks amazing.
Will it be released as a resource? I've been working on a High Rock mod for over a year now, and we've been sorely lacking a Centaur creature, and it would be great to be able to use this in the mod.

Cheers,
TOYB


well, at the moment I have horse part about as big as I can make it, any bigger causes cliiping with the human part. I doubt I will be ble to do anything about that.

Anything I release nowaday is a also a resource, so other people will be able to use it, but considering the scripting I have to do for it, you may just have to merge it or have it as a master.
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Teghan Harris
 
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Post » Thu May 12, 2011 3:33 pm

well, at the moment I have horse part about as big as I can make it, any bigger causes cliiping with the human part. I doubt I will be ble to do anything about that.

Anything I release nowaday is a also a resource, so other people will be able to use it, but considering the scripting I have to do for it, you may just have to merge it or have it as a master.


What sort of scripting? Standard or OBSE?
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Emily Martell
 
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Post » Thu May 12, 2011 11:46 pm

What sort of scripting? Standard or OBSE?


It will be OBSE as I need to be able to use it equipment slot functions.
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Mistress trades Melissa
 
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Post » Thu May 12, 2011 5:23 pm

This project is so cool.... :)
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Siobhan Wallis-McRobert
 
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Post » Thu May 12, 2011 4:17 pm

It will be OBSE as I need to be able to use it equipment slot functions.


What about for non-playable centaurs? Would it still need the OBSE functions?
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Katie Pollard
 
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