[RELz] VASE - VAcuity's Spirits and Ephemerals

Post » Wed Mar 30, 2011 9:53 am

@ Vacuity: I give you props and nerd cred for finding the Higgs. I know some people who would be very jealous if they heard you'd beat them to it.

Beautiful work, thank you for sharing!
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Abel Vazquez
 
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Post » Wed Mar 30, 2011 3:48 am

@ Vacuity: I give you props and nerd cred for finding the Higgs. I know some people who would be very jealous if they heard you'd beat them to it.

Beautiful work, thank you for sharing!

Last I heard, some people were saying they'd need to find five versions of the Higgs. Little do they realise I've found 400 versions... :flamethrower:

Thanks for the compliments people. They were (mostly) a pleasure to make, and I learned so much making these.

Vac
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Charlotte Lloyd-Jones
 
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Post » Wed Mar 30, 2011 7:11 am

Awesome work Vac adds a lot of variety to my game.
A suggestion seeing your work , it came to my mind a jellyfish like variety of spirits that would float around and attack you if you got to close to them,
that I would love to see :foodndrink:
Thanks again for your great work :celebration:
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MISS KEEP UR
 
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Post » Wed Mar 30, 2011 1:17 pm

Awesome work Vac adds a lot of variety to my game.
A suggestion seeing your work , it came to my mind a jellyfish like variety of spirits that would float around and attack you if you got to close to them,
that I would love to see :foodndrink:
Thanks again for your great work :celebration:

More than one person has said that http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsPaired.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsRuins.jpg remind them a little of jellyfish, but I guess that's not what you mean?

Now I've got ALS development running fairly smoothly (I think), I'm going to come back to working with particle systems again, hopefully. Probably not creatures, but we'll see what pops out. Definitely bubbles, in any case.

Vac
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Karen anwyn Green
 
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Post » Wed Mar 30, 2011 6:58 am

I see that the "unofficial MMM patch" is quite a bit older than the current version of VASE. Do I still want to use the MMM patch with the current versions of both MMM and VASE? Thanks.
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Javaun Thompson
 
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Post » Tue Mar 29, 2011 10:09 pm

These creatures look absolutely beautiful, and deadly. Is there any chance someone could make a patch to make them unlevelled to fit in with TIE?
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Breanna Van Dijk
 
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Post » Wed Mar 30, 2011 5:04 am

I see that the "unofficial MMM patch" is quite a bit older than the current version of VASE. Do I still want to use the MMM patch with the current versions of both MMM and VASE? Thanks.
The changelog for 2.1 states "v2.1 A few minor texture and animation fixes. Nothing major and I'd guess most people won't even spot any differences.", which means that the only changes were to the resources. The only change I made to the esp as I remember was to update the version number so people didn't report that I'd "included an old esp", which was pretty sure to happen.
These creatures look absolutely beautiful, and deadly. Is there any chance someone could make a patch to make them unlevelled to fit in with TIE?
http://cs.elderscrolls.com/constwiki/index.php/Main_Page. Good luck! Feel free to share it when you're done. :)

Vac
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Emerald Dreams
 
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Post » Wed Mar 30, 2011 4:15 am

Thank you, vacuity, she twinkles over my left shoulder all the time :D :D Thanks! Wish I could make such beautiful things...
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RObert loVes MOmmy
 
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Post » Tue Mar 29, 2011 9:18 pm

Thank you, vacuity, she twinkles over my left shoulder all the time :D :D Thanks! Wish I could make such beautiful things...
No problem Blade, I'm glad you like that little tweak I sent you. :icecream:
I really wish I had the time to get back and continue work on the other (non-creature) particle system based resources I want to make...

Vac
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Ross Zombie
 
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Post » Wed Mar 30, 2011 10:45 am

Vac I know you are not really a player and more of a creator - so this question goes out to users

VASE has been tempting me for a while but I never got round to installing - Basicly because I choose installs for the family who all love the game and not just myself.

Though beautiful and very interesting, these seemed like they would be too much of a complicated threat for acceptance.

And using T.I.E I assumed they would occasionally be amplified (un-levelled - I now realise thats wrong and these will remain levelled).

Soo... has anyone experienced this installed whilst also using Mudwater? http://www.gamesas.com/index.php?/topic/1132740-relz-mudwater/

Mudwaters tenants are susceptible to getting killed off if I am not careful already and get followed by a T.I.E spawned creature into the village, also adding dangerous ephemerals with VASE to the Blackwood Forest area I wonder if I will be putting Mudwaters residents even more on the endangered species list.?

Edit: And I am asking this question in advance of installing - Sourcing a polka-dot bikini may prove troublesome :D
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liz barnes
 
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Post » Wed Mar 30, 2011 12:50 pm

Well, it's nice to know some people read readmes.
Vac I know you are not really a player and more of a creator - so this question goes out to users
I do go through phases of playing. Sometimes. Really! Just because I've never finished the FG questline, the main questline, the DB questline or the thieves guild questline (only done the first mission in that one) doesn't mean I don't play, does it?
Though beautiful and very interesting, these seemed like they would be too much of a complicated threat for acceptance.
Well... It all comes down to the availability and use of silver weapons and destruction spells. Unfortunately, the AI doesn't "get" that it cannot harm these kinds of creatures and so will quite happily go toe to toe armed with a steel shortsword or whatever. The same is true of will o'the wisps, ghosts, wraiths and so forth. If TIE provides the AI NPCs with the means to defend themselves then there's no problem. As for the player, I don't think there's anything particularly strange or unusual about them other than their appearances.
Soo... has anyone experienced this installed whilst also using Mudwater? http://www.gamesas.com/index.php?/topic/1132740-relz-mudwater/
All the spawn points nearby are disabled for that mod as I recall, and as VASE adds no new spawn points there shouldn't be a terribly increased risk here. Considering the area is populated by will o'the wisps anyway, perhaps Phitt gave them some means to defend themselves against these kinds of threats?

Does this help?

Vac

Edit: Oops. :shakehead:
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 1:28 pm

Does this help?

Vac


Yup, and just installed on my machine to have a look around the area again, so far so good, residents are not being nommed by airborne jellyfish.

I believe I will not be requiring a polka-dot bikini. If I ever have to, will send you a picture :) Thanks Vac.
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Lauren Dale
 
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Post » Tue Mar 29, 2011 9:31 pm

will send you a picture :) Thanks Vac.
There's a part of me that would be sad to see it, and a part of me that would be overjoyed to see it.

And this was definitely my pleasure to make. And my frustration. But it was easily worth that.

Vac (has something uploading to Nexus as he types)
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tegan fiamengo
 
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Post » Wed Mar 30, 2011 8:14 am

There's a part of me that would be sad to see it, and a part of me that would be overjoyed to see it.


Got one prepared just in-case - Dont think it suits me though http://www.bild.me/bild.php?file=2381670Untitled.jpg
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OnlyDumazzapplyhere
 
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Post » Tue Mar 29, 2011 9:10 pm

Dont think it suits me though
You're right, this is Oblivion here, everyone knows you're supposed to have steel micro bikinis with lacy flaps. After all, those are the most popular mods. :grad:

Vac
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SHAWNNA-KAY
 
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Post » Wed Mar 30, 2011 7:34 am

Much as I'd like to have done so, Mudwater wasn't my creation :) That's Phitt's baby, and as of yet I haven't even gotten out there to have a look.

As far as interaction with TIE, the VASE creatures blend right in, and being leveled isn't that big of a problem either. Trust me when I tell you, they're plenty deadly without enhancing that via a TIE patch. Especially the really deadly ones found in SI.
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Unstoppable Judge
 
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Post » Wed Mar 30, 2011 7:38 am

As far as interaction with TIE, the VASE creatures blend right in, and being leveled isn't that big of a problem either. Trust me when I tell you, they're plenty deadly without enhancing that via a TIE patch. Especially the really deadly ones found in SI.


Thanks Arthmoor, I have been wandering around Blackwood for a while, through Mudwater three times now and hung around on one occasion for a day since installing VASE ... No problems at all so far.

Still have not found one, I have very good sneak ability at the moment, but I gather from the description you are probably best treading VERY lightly in their presence, they certainly sound ominous in their capabilities. Will be extra careful when I get back to SI.
For now though heading off to a certain shack now I am levelled up enough to begin the all hallows eve fun :), might even get chance to vote.
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 7:17 am

Wow, what an awesome mod. I remember installing the original release of Diverse Wisps back during the tail-end of my last Oblivion playthrough about two years back. It's amazing what it has evolved into. Great work, Vac! :D
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 8:04 am

Thanks for the compliment/bump.

There's lots of thought/effort that went into these, it's a shame I don't have the same enthusiasm to make videos and prosyletise about them as I did to make them (the write-ups in the first post were kinda fun to do though). I think the making is rather more fun than the "supporting" in any case when it comes to mods.

Some day they'll appear in MMM. Eventually. ^_^

Vac
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Alexandra Ryan
 
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Post » Wed Mar 30, 2011 3:13 am

From the OBGE2 thread:
I don't want to clutter up the thread unrelatedly, but I think it is compatible - shining creatures adds the light via the default wisp resistances, which I think most of the VASE creatures have. You could check though :P
All the wisp variants are affected by default by Shining creatures, the Virvatuli has a simple light spell added already. Of the other VASE creatures, the only other ones that would also suit emitting light are the Higgs and the Vafurlogi.

Each time I've looked at adding something similar into VASE, I've seen some kind of unresolved issue in Shining Creatures. It's perfectly possible they've all been found and fixed at this point; I'm not too good at keeping track of everything, especially with mods that aren't mine. The other thing is that VASE was intended more as a resource and a short-term option for use before integration into MMM, but that hasn't happened yet. MMM's never going to require OBSE as I understand it, which Shining Creatures does (right?), and I'm not likely to add new features to VASE at this point that won't be implemented into MMM when integration eventually happens. I'd be more likely to spend time improving the creatures themselves as I can do more sophisticated stuff with particle systems now than I could when I was working on VASE. But I'm even more likely to just spend my time making new stuff.

Vac
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Marine Arrègle
 
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Post » Wed Mar 30, 2011 10:59 am

Hey, thanks for noticing my question in that thread and answering it pretty quickly. I'm actually pleasantly surprised there's at least some level of light emitting going on, I figured everything in VASE was "new" and therefore incompatible. Also I half meant the post as joke, requesting an absurd amount of work to accomplish something relatively small, ha. But yeah Shining Creatures requires OBSE, and yes you should totally work on new stuff instead.

Do you think it's worth it to do a thread for creatures along the lines of the thread I did for http://www.gamesas.com/index.php?/topic/1167983-integrated-items/ (which I need to update soon)? I ask because I've got a list of like 10 different mods that add new creatures to the game (or diversify existing creatures). Granted, most of them are already compiled into http://www.tesnexus.com/downloads/file.php?id=26634, but I thought it might be a good idea to do a thread for completeness' sake and to hopefully pull some knowledge out of the community about obscure creature mods I haven't found. Haven't searched to see if one exists yet, but I figured I'd run it by you because I think you know these parts well enough to be able to tell me if it's a useless idea or something! Either way these lists are included on my Best Oblivion Mod Website Ever (still can't think of a name) so there will end up being a place where all this stuff is compiled for people anyway.
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Bryanna Vacchiano
 
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Post » Wed Mar 30, 2011 7:53 am

Hey, thanks for noticing my question in that thread and answering it pretty quickly. I'm actually pleasantly surprised there's at least some level of light emitting going on, I figured everything in VASE was "new" and therefore incompatible.
I was aware that Shining Creatures was being re-developed when I was trying to tie up work on VASE (i.e. generating the thousands of esm records, balancing stuff and adding a couple of last creature types in at the last minute), so it wasn't too hard to ensure that the creatures I wanted affected would be and the creatures I didn't want affected wouldn't be. The "problem" is that many of the VASE creatures do not share the same resistances as the regular Will o'the wisp (that would be boring), so they are not affected by Shining Creatures (and won't be without a patch or something)
Also I half meant the post as joke, requesting an absurd amount of work to accomplish something relatively small, ha.
Adding an additional effect to the creatures is pretty trivial, but testing a scripted effect like this and being sure it has no undesired side effects is not (not for me anyway).
Do you think it's worth it to do a thread for creatures
If you want to do something, do it. If you don't want to, don't. There's little or no point in doing things that you do not specifically wish to do or have as an end result. All the modding work I do is either because I desire the end result in my own game (on the rare occasions I play), or I desire to learn how to achieve something (like the weather boxes for All Natural, or a particle effect I made for Meek), or in a very few cases because I feel I owe the requester a favour.

Vac
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 12:12 pm

whoa, that creature diversity mod is awesome, no idea how I had missed it till now O.O

thanx for the heads up :D
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Tom Flanagan
 
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Post » Wed Mar 30, 2011 12:27 am

From the OBGE2 thread:All the wisp variants are affected by default by Shining creatures, the Virvatuli has a simple light spell added already. Of the other VASE creatures, the only other ones that would also suit emitting light are the Higgs and the Vafurlogi.

Each time I've looked at adding something similar into VASE, I've seen some kind of unresolved issue in Shining Creatures. It's perfectly possible they've all been found and fixed at this point; I'm not too good at keeping track of everything, especially with mods that aren't mine. The other thing is that VASE was intended more as a resource and a short-term option for use before integration into MMM, but that hasn't happened yet. MMM's never going to require OBSE as I understand it, which Shining Creatures does (right?), and I'm not likely to add new features to VASE at this point that won't be implemented into MMM when integration eventually happens. I'd be more likely to spend time improving the creatures themselves as I can do more sophisticated stuff with particle systems now than I could when I was working on VASE. But I'm even more likely to just spend my time making new stuff.

Vac


I've been meaning to expand Shining Creatures to affect mod added creatures as well and then I could check out VASE more closely. The thing is that the current Shining Creatures has an issue with lights sometimes lingering so I've wanted to have that fixed before expanding it further. The issue is hopefully fixed now by some script tweaking by ZuTheSkunk, so as soon as the new version is released I'll take a look at expanding it again. Other than that it seems issue free, except a couple of weird issues reported on TES Nexus that we haven't been able to replicate. Personally, I've only had the issue with lights sometimes lingering but other than that it has worked perfectly.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 7:33 am

the current Shining Creatures has an issue with lights sometimes lingering
Yep, that's the thing I noticed last time I checked. I didn't know it had been fixed though. It should be feasible to make a Bash-mergable patch that adds the scripted effect to the resistance abilities of the Vafurlogi and Higgs (each has unique resistances), I think.

Vac
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Nick Pryce
 
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