Thanks Skycaptain.
I think those ideas are splendid.
Have the "tree creatures" to be randomly (and slowly) moving things, that change their location from time to time. Then they are just creatures, wandering around.
When they decide to "root down", so to speak, they stop, and a script disables the creature, and plants a static premade mesh that looks the same.
I can imagine it now:
The first roving hotel service in Cyrodiil. You never know where you'll find it! When the tree is "sleeping" like this, you could camp on it, there could be some kinda camp planted on it etc.
I think I'll could plant some moss beds on different areas of the tree that should act just like regular beds. That way, it'll be hard to notice them when the tree is a creature, but ready available when the tree settles down
I think this method would work especially well. Then I could have vines as activator ladders, and those moss beds. (Mind, flowers that open up to be used as beds is way beyond my skills in the foreseeable future...)
This will have to wait though. I'm no scripter, and right now I'm in the process of learning to model/collision/etc. Perhaps once the creature is ready, I'll offer it up to the community for some talented scripter to take over from there.
EDIT:
it′s like it shakes the player off, the player just falls off cause he can′t stand on a creature.
Maybe an animation could be added where the tree shakes after its initial change back into a creature? Would be cool.