[RELz] The Undead v3.0

Post » Sun Nov 15, 2009 8:48 pm

Finally finished this one. It's sat half-done on my hard drive for months... kinda got distracted by real life stuff. You know how it is. Then I saw that 'Morrowind Grass Project' thread last weekend, and felt inspired. ;)

And http://www.gamesas.com/bgsforums/index.php?showtopic=775047&st=0 a link to the WIP thread if you want to see some screenshots.

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=4352

Unfortunately, due to a stupid oversight on my part, this conflicts with MCA 5.2 (I've been using the 6.0 beta, and didn't realise - silly me!). I've just uploaded a new MCA.esm to elricm.com which is compatible. Ill post a link as soon as it's available.

Edit: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4354 it is.

-----------------------------------------------------------------------------
The Undead v3.0 by Neoptolemus - Tribunal and Bloodmoon required
-----------------------------------------------------------------------------

Adds 150 new types of undead enemies to the leveled lists of Vvardenfell,
Solstheim, and the Mournhold Sewers. Every creature has its own unique mesh,
thanks to the amazing power of NifSkope. The new undead will appear in the
appropriate caves/tombs/dungeons, and also in exterior cells after dark.

This should be compatible with all the creature mods out there (so long as you
merge your leveled lists).

-----------------------------------------------------------------------------

List of new creatures and the approximate level at which they will appear:

Ghost (Passive) - Level 1
Crippled Skeleton - Level 1
Phantom - Level 1
Restless Dead - Level 4
Skeleton Warrior (Armoured) - Level 10
Skeleton Legionary - Level 10
Ghoul - Level 10
Zombie - Level 10
Headless Zombie - Level 10
Phantom Warrior - Level 10
Phantom Archer - Level 10
Phantom Mage - Level 10
Skeleton Archer (Armoured) - Level 12
Mummy - Level 15
Burning Skeleton - Level 15
Frost Lich (Bloodmoon) - Level 15
Phantom Knight - Level 15
Skeleton Champion (Armoured) - Level 16
Skeleton Templar - Level 16
Skeleton Knight - Level 16
Skeleton Ordinator - Level 16
Skeleton Crusader - Level 16
Fallen Warrior - Level 16
Fallen Legionary - Level 16
Fallen Knight - Level 16
Vampiric Mist - Level 17
Lich - Level 18
Fallen Champion - Level 22
Fallen Crusader - Level 22
Fallen Ordinator - Level 22
Fallen Templar - Level 22
Phantom Champion - Level 22
Phantom Marksman - Level 22
Skeleton Mage - Level 25
Skeleton Shaman (Bloodmoon) - Level 25
Skeleton Marksman - Level 25
Dire Lich - Level 30
Phantom Sorcerer - Level 30
Wight - Level 35
Skeleton Hero - Level 40
Skeleton Elite Ordinator - Level 40
Fallen Hero - Level 40
Fallen Elite Ordinator - Level 40
Phantom Hero - Level 40
Nether Lich - Level 40
Wraith - Level 40

-----------------------------------------------------------------------------

VERSION HISTORY:

This version is so radically different from the previous ones that there's really
no point in listing the changes. Pretty much everything has been changed. Think
of it as a brand new mod rather than an update.

-----------------------------------------------------------------------------

KNOWN ISSUES:

Sometimes the Ghosts lose their transparency. Dunno why. Saving and reloading
usually helps.

Note that you may see some mesh clipping on the Zombies. This is because a lot of
the meshes are being made to use animations they weren't originally designed for.
I'm not a 3D modeller, so I can't fix them. Sorry.

-----------------------------------------------------------------------------

CREDITS:

Aedroth: Bosmer head meshes and textures.
Barbarus: Restless Dead meshes and textures.
The Better Heads team: Male Dunmer and Altmer hair meshes.
Canadian Ice and Nioliv: White robe textures and meshes, respectively.
Carnithius: Skeleton Mage robe.
Connary: Zombie and Mummy textures.
Happyhannah: Crusader gear.
Jeremy McGuinn: Extra Dragonscale, Nordic Ring and Nordic iron armour pieces.
Khan Raider: Crusader gear.
Lingarn: Skeleton mesh.
MagicNakor: Breton, Nord, Dunmer and Altmer face textures.
Mykul: Hood mesh.
Niero: Scarf mesh.
Psychodog Studios: Zombie body meshes.
ReflectioN: Chain mail armour.
Ren: Female hair meshes and textures.
Rhedd and Allie: All ghost head meshes and textures (except Bosmer), and Imperial
Male, Nord Male, Breton Male and Bosmer Male hair meshes and textures.
Snakebitten: Quiver mesh.
UserExists: Burning Skeleton skull mesh.

(Hope I didn't forget anyone).

Huge thanks also to the creators of NifSkope, without which this mod would
not have been possible, and to all the awesome modders out there keeping
Morrowind alive after all these years. You know who you are.

-----------------------------------------------------------------------------

PERMISSIONS:

Feel free to use these meshes in your own mods. Just credit the original
authors. :)

-----------------------------------------------------------------------------
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Mon Nov 16, 2009 5:25 am

Thanks so much for your work.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Mon Nov 16, 2009 3:58 am

Oh this looks wonderful! Thanks for sharing with us! :goodjob:
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Mon Nov 16, 2009 6:33 am

this looks really interesting, will have to try it out .. Thanks for sharing Neoptolemus
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Mon Nov 16, 2009 2:10 am

Oh yea one thing. Is the MCA.esm going to be fully comptible or do we still need to use the patch? If so is there a specific way you recommend creating the merged lists?
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Nov 16, 2009 4:56 am

AWESOME! This comes at a VERY good time Neo. These are some of the best undead creatures I've seen yet. I love the variety. I especially love the use of the zombie animation to create legions of fallen warriors. Good work. :goodjob:


Now the Belmont clan in my current mod project have something to slash their way thru. :shifty:
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Mon Nov 16, 2009 3:53 am

will the new MCA.esm be available tomorrow? I'm looking forward to trying this.
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Sun Nov 15, 2009 8:25 pm

The patch won't be necessary with the new .esm. I've uploaded the file to elricm.com, so it will be available whenever they update their database. :)
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Mon Nov 16, 2009 4:56 am

This is good I think. I've been needing some female zombie creatures for the Silent Hill portion of Otherworldy Goods to make a bubblehead nurse. I assume it's just as okay to modify these for use in my own mods as long as credit is given to the original creators?
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Mon Nov 16, 2009 10:10 am

Heh. I notice one particular omission compared to the WIP thread. I hope you realize you've disappointed the necro contingent of the Morrowind community.

(I'm kidding, I'm kidding.)
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Mon Nov 16, 2009 1:11 am

Feel free to use these meshes in your own mods. Just credit the original
authors. :)

User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Mon Nov 16, 2009 8:41 am

Fantastic work here, thank you!
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Mon Nov 16, 2009 5:05 am

YES! I just love Zombies. Thanks so much for this mod, has very great potential. :)
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Mon Nov 16, 2009 4:28 am

Yay! Downloaded :goodjob:
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sun Nov 15, 2009 7:51 pm

I have been checking Elric and i noticed here it is http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4354

:)

Will we still need the minions of house dagoth compatability patch when using this MCA?
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Mon Nov 16, 2009 9:59 am

There's a issue of matching ID's even with the updated esm but only with MCA Names 5.2. Unticking the esp for that solves the problem but I guess we need a reworking of the Names mod.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Mon Nov 16, 2009 2:37 am

This is awesome (now that it works with MCA 5.2). I don't know if this was a glitch, but while in Balmora, i found one of the merchant carts. Generally, these have merchants with them, but I couldn't find one. After looking I noticed that a headless Skeletal apparition was standing in the cart. After clicking and disabling the cart (via console), the ghost disappeared as well. I just thought that was kind of cool, Undead merchants! ftw!

lol, awesome mod
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Mon Nov 16, 2009 4:28 am

The undead element of MCA was always one of my favourite parts, so this is welcome stuff.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Mon Nov 16, 2009 4:34 am

Ouch, my new level 2 PC just ran into a phantom and got wacked before I could figure out what was up.

sieboldii
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Mon Nov 16, 2009 12:23 am

Ouch, my new level 2 PC just ran into a phantom and got wacked before I could figure out what was up.

sieboldii


I remember getting jumped by a group of those for the first time. I only had a low level character too, a Redguard Scout. It was at night in the Bitter Coast, just to make things extra creepy. I heard the Phantoms wailing, looked around too see what the hell it was, and saw an assortment of floating weapons and armour fragments racing towards me. There was no way I was sticking around to find out anything more. I hit Adrenaline Boost and sprinted all the way clear to Hla Oad, where I hid behind the Hlaalu guard and whimpered a bit.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sun Nov 15, 2009 9:33 pm

Thank you for this, Neoptolemus, and for the compatibility patch. :goodjob:
First class as always.
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Mon Nov 16, 2009 10:13 am

This is magnificent, I love undead creatures and it really fits the overall theme of morrowind better than most new monster mods, I especially love the Lich & ordinators (althought their armor is a bit too clean)
...cheers!
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Mon Nov 16, 2009 10:43 am

* places reminder *

Awesome! Thank you :twirl:
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sun Nov 15, 2009 8:29 pm

I've ran into an error, it seems the sound files for "zombie roar" and various other sounds are missing (start fighting a zombie, error message pops up)

Is there a way to enable yes to all in the Morrowind ini so that I don't get the error message. I could care less if i get the sound or not, the message just bothers me.

By the yes to all in the ini file, I mean that you could make it to where you never have to click "yes" to keep playing your game when an error pops up.

Help?
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Mon Nov 16, 2009 6:34 am

Yes, add this line:

AllowYesToAll=1

Then what I like to do is keep an old mod around and not update it with wyre mash so that I can click yes to all right as the game loads. I mostly do that because of creatures X.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Next

Return to III - Morrowind