[RELz] VASE - VAcuity's Spirits and Ephemerals

Post » Wed Mar 30, 2011 10:24 am

This mod adds almost 2,200 new creatures to Cyrodiil and the Shivering Isles, all based on particle systems. This mod is the natural successor to my previous mod "Diverse Wisps", but the new creatures are now quite different and distinct from Bethesda's will o'the wisp creature.

Rather than post the mod's readme (I do recommend you read it though) I am instead posting illustrated descriptions of the new ceratures. At this stage I have only written two of them. :whistle:

So, pull up a download [http://www.tesnexus.com/downloads/file.php?id=28186] [Russian users please download from http://hazevalley.ru/downloads.php?page_id=198] and read on...

Team VASE is pleased to bring you the first in a series of special features on the more gaseous fauna of Tamriel.

Today, the first show in the series will focus on the vatte-lys.

This creature is thought to be related to the well known will o'the wisp common across Tamriel, but there are several stories about how these creatures come into existence. Some people believe they are formed from swamp gas coalescing around gem dust, some people say that they are formed from the souls of murdered children. Whatever and however they come into existence, these vatte-lys are dangerous, and should be avoided by all but the most foolhardy of adventurers.
The vatte-lys comes in a relatively limited number of forms, only around two dozen forms are known, making it far less variable than many other of the creatures we will look at in later shows. Here we have some pictures of a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/WildVLys6.jpg, a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/WildVLys4.jpg, and a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal19.jpg in an ayleid ruin. Although the vatte-lys http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal17.jpg in size, do not be fooled, when seen http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysmoving2.jpg, the vatte-lys' http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysmoving.jpg is revealed. It turns out that the core of the vatte-lys is in fact scarcely larger than a tall nord.
Anyone using magic or projectiles to defend themselves would do well to remember this fact: the layers of gas surrounding the vatte-lys are nothing but extraneous gas, to fight the vatte-lys you must aim at it's core. This centre is often easy to see as it has the highest density of gas and is typically http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysFinal33.jpg. Nevertheless, this adds a degree of difficulty in targeting this creature. Persons reliant on melee combat to defend themselves will find that in order to engage the vatte-lys they must enter http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OrangeVatteLysRest2.jpg to reach the creature's core, a most unnerving prospect!

Should you be unfortunate enough to be spotted by a vatte-lys before you see it, you will have little warning. When hunting, the vatte-lys betrays little visible sign, cautious adventurers may observe http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysHunting.jpg, but in general the vatte-lys is near invisible while approaching it's prey.

Upon reaching it's prey, the vatte-lys boils into a great http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BlackDeath.jpg, blotting out much of the victim's light and begins the http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysKilling.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VattelysPissedSpin3.jpg. As previously warned, despite the vatte-lys' apparent large size, it is perfectly capable of chasing it's prey down http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissed2.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysCombStairs.jpg. It is also quite powerful enough to fight http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysPissedNew.jpg and devour them all. Only access to magic or http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysKilling2.jpg offer any realistic option of defence.

Those fortunate enough to have survived attacks by vatte-lys have reported the creature mystically absorbs their magicka and life energy, literally svcking it from their struggling bodies. In order to hasten their prey's demise the vatte-lys is also thought to be able to damage the victim's endurance and mystical luck. If the wisp finds it's foe too dangerous it can also resort to inflicting http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VatteLysElemental.jpg upon it's target, which also tends to damage the weapons of those fending the creature.

Those looking for weaknesses to exploit will be dissapointed to know that it has no known specific weaknesses, but happy to know it also has few specific strengths, aside from sharing the immunity to poisons and non-mystical weapons common to many of these gaseous creatures. Some people have reported that it is quite easy to sneak past these creatures, however we might assume that anyone who has tried and failed to do so hasn't survived long enough to report their failure, so these reports should be treated with caution. Fighting the vatte-lys is extremely hazardous and while alchemists will pay handsomely for the void dust that can be collected from their crystalline remains, we cannot recommend anyone be foolhardy enough to actively seek combat with creatures as dangerous as these. Stay on the roads!

Thankyou for reading our special program and please tune in again next time for our next special feature (subject: to be determined by availability, time: to be determined by how many orc adventurers need to be hired to take our shots. After the first five died we had a lot of trouble hiring more).

Team VASE for the vatte-lys consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Testing: Vac and Lilith
Screenshots: Vac

No vatte-lys were seriously harmed in the making of this program.
This program would like to pay homage to the memories of Orgak gro-Bashak, Karag gro-Takar, Kagnak gra-Kurdan, Bogtar gra-Talak and Kurdan gra-Vakar. May they rest in peace. Efforts are still ongoing to recover the remains of Karag gro-Takar.



Team VASE is pleased to bring you the second in a series of special features on the more gaseous fauna of Tamriel.

Today, the second show in the series will focus on the vafurlogi.

Widely regarded as one of thehttp://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWell.jpg of Cyrodiil's inhabitants, little is known of http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiPair.jpg. We suspect that this is mainly because of the sheer hazard of approaching it. Even http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiSlaughter.jpg can be slain by a single instance of the creature.

This creature is believed to be found in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWildGreen.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWild2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiColor2.jpg, estimates by experts at the Arcane University place the http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWild4.jpg at around eight-score, but verification of this figure remains exceedingly challenging due to the exceedingly hostile nature and raw power of the creature. It is found most commonly in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWild6.jpg, though can also be found in caves and other http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiFort.jpg.

When resting, the vafurlogi resembles http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiWild3.jpg of extraneous material. The crystalline cloud tends to coalesce on death to form the exceedingly valuable vafurlogi essence. This material sells for a high price at alchemy shops due to it's rarity and the great challenge of obtaining samples. At death http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiDeath.jpg, the function of which remains unknown at this time, but may serve either to warn or even attract other vafurlogi in the area.

When moving the vafurlogi's orbits tend to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiPair2.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiMoving.jpg in a broader and more chaotic radius http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiBlue.jpg. When hunting the crystalline cloud becomes diffuse to the http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VagurlogiHunting1.jpg, but the outer orbits are http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiHunting2.jpg. If you see anything like this approaching you in the wilds of Blackwood we can offer you no better advice than to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiFlee.jpg. http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiCombat.jpg against this creature, and as it is quite as fleet as most humanoids you may find the burden of heavy armour will get you killed. The creature is http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiRuinExt.jpg and is often found in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiInFoliage.jpg, making it particularly important that you pay attention to your surroundings.

In combat, the vafurlogi presents http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiCombat3.jpg to even the most powerful adventurers. Like most creatures of this kind, it is gifted with powers that http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiCombat2.jpg. The vafurlogi has a couple of additional stings in its arsenal, with some of its attacks weakening its victims resistance to magic, thus exacerbating the vafurlogi's attacks still further, and also absorbing its foes' fatigue. By absorbing enough fatigue the vafurlogi can causehttp://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiSlaughter3.jpg from exhaustion, allowing the creature to either deal with other threats or http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiSlaughter5.jpg at leisure. These creatures are merciless and without apparent emotion: any creature, man or mer that http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiSlaughter4.jpg sufficiently simply http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiSlaughter7.jpg an encounter with a creature this voracious and powerful.

The few survivors of attacks by vafurlogi have claimed the creature appears least resistant to attacks using fire, but is by no means weak to the element. Like so many of the gaseous creatures, it appears to be completely immune to poisons, paralysis and most unenchanted weapons. There is no truly safe way to engage http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiScenic3.jpg. That's not to say the vafurlogi is http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiOutmatched.jpg, and while it's clearly fearless (we suspect simply incapable of fear), it can be dealt with by http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiObliterated.jpg.

Team VASE for the vafurlogi consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Testing: Vac and Lilith
Screenshots: Vac

Only a few vafurlogi were seriously harmed in the making of this program.
Special thanks go to the Imperial Legion for "donating" numerous bandit prisoners for assistance in the making of this program.


Team VASE is pleased to bring you a special edition of our special features. For today's special edition we are taking a journey to the wierd and dangerous lands of the Shivering Isles.

Today, the third show in the series will focus on a creature known as the higgs.

The Higgs is an http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/NaturalHiggs.jpg of unusual http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/NaturalHiggs3.jpg. It has numerous characteristics that are of great interest to scholars. Found in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsSunglare.jpg, the Higgs is http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsWater.jpg and can often be found on http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/DeadScalon.jpg of the Emean and Enjaen Seas. It can also be found occasionally in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsRootCave.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsRuins.jpg populated by other creatures, though fights appear quite common, and scholars suspect that higgs venture into these places to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsVerminite.jpg, rather than to co-inhabit with them.

The Higgs has many diverse colour forms, numbering some hundreds. Such variety puts it roughly on par with creatures such as the will o'the wisp we are all familiar with in Cyrodiil. The higgs is http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsScenic4.jpg, but easily outstrips the will o'the wisp in terms of power and should not be underestimated. The higgs is also quite diverse in form when it is doing different things. At rest the higgs appears as http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsSpaceBend.jpg encased in a continually falling and renewing http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsShellDetail2.jpg of http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsShellDetail2.jpg. This central core is of the greatest interest to scholars as it appears to be exceedingly dense, and the creature itself is thought to be exceedingly heavy, weighing at least as much as a grown minotaur, despite its smaller size and diffuse appearance. We were informed of this as there was research performed on them some time ago by a (now vanished) scholar that involved colliding various creatures at high speed with the higgs and observing the effects. While the effects on the creatures involved generally involved death, there was some interesting information gained. The researcher, Petra, discovered that the higgs' core appears to give the entire creature a great deal of weight. Petra hypothesised that this weight was enough to bend the space around the core of the creature in some way, resulting in the curious distortion effect visible in the core. Unfortunately Petra dissapeared from her labolatory one day and was never seen again. Indeed, the entire village where she lived appeared to be wiped out overnight, and while no-one knows exactly what happened, it might safely be guessed that one of her "particle colliding" experiments failed disastrously.

When moving the higgs http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsMoving2-1.jpg, but the shell dissipates. Instead the creature http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsMoving-1.jpg. When hunting the creature can be seen only as http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsHunting1-1.jpg.

When attempting to subdue prey the higgs displays another and thoroughly frightening side of itself. All of its colourful beauty vanishes and the centre of the higgs bristles with http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCombatDetail.jpg of http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCombat5.jpg. This light appears to be the means by which the creature http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCombat2.jpg, absorbing their life, magicka and fatigue. The higgs also causes elemental damage, both frost and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCombat6.jpg, though not fire. The higgs is also known to damage its foes intelligence and speed, making it particularly hazardous to mages and those who would rely on keeping a distance from it. It has a particularly dangerous habit of temporarily absorbing its targets speed, making it nigh-impossible to flee from at times.
The higgs is best fought with http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsBestCombat.jpg or http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCombat4.jpg. It's no mean task, however, and truly the best advice would be to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsBestFlee.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsBestFlee2.jpg from doing so. http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsScary.jpg is http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsScary2.jpg in http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsCasualty2.jpg rather than escape.

Despite all this, some foolish adventurers choose to hunt higgs for profit, as the dense cloud appears to coalesce on death, and careful examination of this material can often allow the victor to recover a curious substance generally named charged matter. This is unusually heavy for its size, but is not unduly burdening in the quantities alchemists purchase.

For those hoping to learn of the higgs' weaknesses, we have to tell you that http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsScenic5.jpg is very resistant to most forms of magic, but appears least resistant to shock. It is completely resistant to mundane weapons, but is relatively easy to damage with weapons made of silver. Damage, but not kill: the higgs is possibly http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsPowerOutput.jpg present in Mania and poses a http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsMilchar.jpg to the inhabitants. Fortunately the higgs appears to have http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsDumb.jpg, primarily driven by a desire to feed rather than http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsandCrystal2.jpg.

Thankyou for reading this special edition of our program and we hope you will tune in for the next installment, next time.

Team VASE for the higgs consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Testing: Vac and Lilith
Screenshots: Vac

No higgs appeared to suffer even the slightest discomfort or damage in the making of this program. Scary!

Team VASE brings you an extra-special bonus edition as well. For this extra-special edition we wish to talk about one of the legends of the Shivering Isles.

In the lands of Dementia there is rumour of a creature so evil and vile that it has never been named, with residents mostly refusing to talk of it occasionally referring to the baleful spirit.

This creature was generally thought to be a story or legend only, but we managed to gather some slight evidence of this http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulStorm.jpg existence. Thanks to careful use of invisibility, we were able to obtain http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulScenic.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulOnWater.jpg of a hideous black spirit. Unfortunately, the invisibility spell did not appear to be sufficient for our researcher and the last image we recieved was http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulAndAngry.jpg. We can only advise adventurers in these lands to be exceedingly careful indeed!

Team VASE for the baleful spirit consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Testing: Vac and Lilith
Screenshots: Vac
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Mar 30, 2011 8:16 am

This space is reserved for additional info on the mod and also in case I run out of space for my creature background info in the first post.

At the moment I'll use this post to make installation notes. There is an optional (but unofficial) file for use of this mod with MMM. Please read the readme contained therein for more info. At some stage I expect official MMM patches will get released, at some stage after that I expect VASE will be integrated into MMM fully and there will be no need of patches.

I'd also like to use this pace here and now to say special thanks to Lilith who gave me lots and lots of fascinating feedback whenever she could. Thanks a lot! These creatures are definitely better than they would have been without you. :wub:

Vac (is off to find a mod)

Edit: Wonderful mods! Where would we be without them? Burned in flames, I expect.
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Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Wed Mar 30, 2011 3:37 am

So, how frequently does all your gaseous, deadly ballforms appear with say FCOM? Im not entirely familiar with how things like these work but the way I'd hope for it would be to see some gaseous, deadly ballforms from time to time however they dont strike me as the kind of beings that can be found often and easily.

I shall try turning this gas into a drink and enjoy it on the porch!
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Tue Mar 29, 2011 10:01 pm

Thanks for this release. I'm going to download this from TESNEXUS.
Just a question (I'm not sure if it's already fullfiled) can you do some hand placed boss of these creatures with some cool loot?
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Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Wed Mar 30, 2011 1:23 am

So, how frequently does all your gaseous, deadly ballforms appear with say FCOM? Im not entirely familiar with how things like these work but the way I'd hope for it would be to see some gaseous, deadly ballforms from time to time however they dont strike me as the kind of beings that can be found often and easily.

I shall try turning this gas into a drink and enjoy it on the porch!
In FCOM? Err, not completely sure, I'm afraid. If a TES4Edit-literate someone with a working FCOM installation would care to take a check how/if it all works out then we'd all be enlightened.
In any case, the only places you'll find most of the Cyrodiilic ones are down in Blackwood, and in monster dungeons. You'll find a non-hostile variety in undead dungeons too.
Thanks for this release. I'm going to download this from TESNEXUS.
Just a question (I'm not sure if it's already fullfiled) can you do some hand placed boss of these creatures with some cool loot?

"Can"? Sure, but that's outside the scope of this mod (which is really just a resource mod with a couple of plugins for people who can't wait until MMM fits them in). What needs to be done for that would be for me to make a quest-style mod. Or for OOO to use some of the resources. Or for you to wait until I make resources for Iliana's Elsweyr mod. See how it works? I have ideas for quest-style mods, I just haven't made any of them yet.

As an aside, I have spotted that I uploaded an *old* version of the MMM plugin. Please re-download that one. :whisper:
There's not a lot of difference, only you won't/can't meet one of the wisps.

Vac
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Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Tue Mar 29, 2011 10:35 pm

Wow, those creatures look incredible. Downloading right now, this will blend perfectly with my WAC/OOO setup. One question: are the creatures leveled?
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Tue Mar 29, 2011 11:32 pm

This mod adds almost 2,200 new creatures to Cyrodiil and the Shivering Isles, all based on particle systems. This mod is the natural successor to my previous mod "Diverse Wisps", but the new creatures are now quite different and distinct from Bethesda's will o'the wisp creature.
Should you be unfortunate enough to be spotted by a vatte-lys before you see it, you will have little warning.
Those fortunate enough to have survived attacks by vatte-lys have reported the creature mystically absorbs their magicka and life energy, literally svcking it from their struggling bodies.
Stay on the roads!
Team VASE for the vatte-lys consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Screenshots: Vac
No vatte-lys were seriously harmed in the making of this program.
This program would like to pay homage to the memories of Orgak gro-Bashak, Karag gro-Takar, Kagnak gra-Kurdan, Bogtar gra-Talak and Kurdan gra-Vakar. May they rest in peace. Efforts are still ongoing to recover the remains of Karag gro-Takar.
Team VASE is pleased to bring you the second in a series of special features on the more gaseous fauna of Tamriel.
Today, the second show in the series will focus on the vafurlogi.
Team VASE for the vafurlogi consists of
Creature concepts: Vac
System design and custom skeletons: Vac
Custom textures: Vac
CS work: Vac
Screenshots: Vac
Only a few vafurlogi were seriously harmed in the making of this program.
Special thanks go to the Imperial Legion for "donating" numerous bandit prisoners for assistance in the making of this program.


You see, Vac, that's what I like in a mod: modesty.
In less than 4 MB - only 2000+ varieties of monsters... almost 3 times the size of Mart's Monster mod.
Good :D

I like the way the numerous members of the team have divided the responsibilities too :D
Still I think the heaviest task comes to the creature concept director (namely Vac).
Although the custom texture designer (Vac) have done great job too.
The one with the easiest task probably vas the screenshots operator (Vac).

I cannot leave the obvious tender and loving care shown toward the creatures during the lab tests!
Only a few vafurlogi and vatte-lys were seriously harmed during all the work period! Amazing!
I am sure Corepc and the MMM team could follow the example (rumor has it hundreds of Balrogs were bruised and kicked and spat at during the tests, some testers claim they've seen sobbing Balrogs).

Of course I will have to download immediately to investigate your claims for environmentaly friendly modding :D
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MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Wed Mar 30, 2011 5:48 am

:celebrate: :cake:
You really cut down the file size... projections where for 200+mb! Or am I mistaken?

I'm guessing the MMM compatibility is for the latest MMM... more pressure for me to get on with it and update. :twirl:
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Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Wed Mar 30, 2011 10:35 am

Should we disable the last MMM - Diverse Wisps.esp for this to work?
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Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Tue Mar 29, 2011 10:49 pm

Guys.....check the readme, properly. Or we might face a universe-engulfing singularity. And we dont want that, DO WE!?

Ima try this on my FCOM install with the MMM plug-in....and do another cell reset wait. *tear falls down cheek*
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Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Wed Mar 30, 2011 1:42 pm

Wow, those creatures look incredible. Downloading right now, this will blend perfectly with my WAC/OOO setup. One question: are the creatures leveled?
Yes, the creatures are leveled. There is no direct integration with OOO, for example. If someone in the OOO team would care to step in and have a go at making a plugin they'd be welcome, but I don't think OOO is being quite so, uhh, actively developed these days, especially with dev's absence. Alternatively, as I said, a quest plugin (or just a dungeon crawl) could be made, but that kinda falls outside the scope of VASE. They *are* a modders' resource, and I am *happy* to make more creatures to more designs. I still have *lots* of ideas, I just realised I was going to turn the game into Wisplivion if I carried on making more. And more. And more.

As an aside, you may have noticed that several of the screens feature material from WAC, such as the undead demonstrating that vafurlogi are anything *but* invincible.
You see, Vac, that's what I like in a mod: modesty.
In less than 4 MB - only 2000+ varieties of monsters...

4MB compressed! Did you check what it decompressed to? :whistle: You should take a look: 7zip is phenomenal at compressing the xml nif data used for particle systems.
I like the way the numerous members of the team have divided the responsibilities too :D
Still I think the heaviest task comes to the creature concept director (namely Vac).
Although the custom texture designer (Vac) have done great job too.
The one with the easiest task probably vas the screenshots operator (Vac).
We all did our bit! You should check the credits in the readme too. A couple of the creatures will come with slightly more (dare I say it?) diverse names in the credits. Well, just one actually, the only one I made to someone else's idea.
I cannot leave the obvious tender and loving care shown toward the creatures during the lab tests!
Only a few vafurlogi and vatte-lys were seriously harmed during all the work period! Amazing!
I am sure Corepc and the MMM team could follow the example (rumor has it hundreds of Balrogs were bruised and kicked and spat at during the tests, some testers claim they've seen sobbing Balrogs).
Yes, I've heard these rumours too. I think it's shocking and I intend to take full advantage of my position as a team member of MMM to make sure they are treated with the care, attention and respect they deserve when they get squashed in next to the decayed zombies.
Of course I will have to download immediately to investigate your claims for environmentaly friendly modding :D
Well, do be careful, I think some of the wisps weren't too happy with the compression 7zip applied. They might be a bit, err, grumpy when you meet them. :whistle:
:celebrate: :cake:
You really cut down the file size... projections where for 200+mb! Or am I mistaken?

I'm guessing the MMM compatibility is for the latest MMM... more pressure for me to get on with it and update. :twirl:

As I said: check the uncompressed size!
The MMM patch was built using the current release version of MMM. It most likely won't work nicely with older versions as they don't have the necessary esm entries in them which VASE is replacing.

Vac
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Lifee Mccaslin
 
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Post » Wed Mar 30, 2011 6:48 am

Should we disable the last MMM - Diverse Wisps.esp for this to work?

Don't think so.
1. Vacuity is MMM team member and hugest fan, she would do everything to make them work together (as you see there is already compatibility patch for MMM without us asking... :D)
2. Vacuity is experienced modder and would state something in her readme if there were a problem.

Ergo: be brave and play along with MMM.
I am sure she does :D
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Rob Smith
 
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Post » Wed Mar 30, 2011 4:41 am

Should we disable the last MMM - Diverse Wisps.esp for this to work?

If you're running the latest version of MMM you shouldn't be using that anyway! Diverse Wisps is completely incorporated into MMM, so you should uninstall it. And now Diverse Wisps is superceded by VASE.

It's actually vaguely complicated if you stop and think about it. :wacko:

Vac
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u gone see
 
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Post » Wed Mar 30, 2011 8:56 am

Next thing we know you might add a reverse-fix that is supposed to be used instead of the VASE MMM patch only to realize that something is amiss and recommend Diverse Wisps plug-in again, which you naturally have updated by that time.

Paradoxing patches aside, am I the only one COMPLETELY obsessed with BAINifying zipfiles? -_-'

And yeah, I enjoyed the readme Vacuity. Turns out it has its own part of the mod.
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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 12:44 pm

Thanks Vac for your answer. I'm installing now to my FCOM, will wait three days and give you feedback later. But I'm sure I will have some surprises and fun with all these new creatures.

If you're running the latest version of MMM you shouldn't be using that anyway!

Didn't even notice that, right there is no MMM - Diverse Wispe.esp in the last MMM 3.7b3 PR
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lilmissparty
 
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Post » Wed Mar 30, 2011 1:02 am

Indeed... 313mb uncompressed. I haven't seen that in a OB mod before. Excellent!
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 12:21 am

Guys.....check the readme, properly. Or we might face a universe-engulfing singularity. And we dont want that, DO WE!?

Ima try this on my FCOM install with the MMM plug-in....and do another cell reset wait. *tear falls down cheek*
Yes, please do be careful, and practice safe-se... http://www.gamesas.com/bgsforums/index.php?showtopic=1053068 too. Use a Bashed patch.
Don't think so.
1. Vacuity is MMM team member and hugest fan, she would do everything to make them work together (as you see there is already compatibility patch for MMM without us asking... :D)
2. Vacuity is experienced modder and would state something in her readme if there were a problem.

Ergo: be brave and play along with MMM.
I am sure she does :D

Ninja'd in my own release thread, but now I think about it, I really *should* mention more about how VASE replaces Diverse Wisps. How it works is this: Diverse Wisps are nice. Diverse Wisps are pretty. Diverse Wisps are mostly simple retextures of the original will o'the wisp. There were a couple of skeleton tweaks on the DW-virvatuli and DW-vafurlogi, but they were still, very identifiably wisps.

VASE has essentially taken each creature design and re-envisioned them from scratch. http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/8Streams2.jpg <- what the vafurlogi looked like in early development as I had to make it component by component. So both Diverse Wisps and VASE have "vafurlogis", and they both have "virvatuli" and "vatte-lys" (I stuck with my Nordic names for these). They are balanced identically, *but* the creatures in VASE are near-exactly what *I wanted them to be*. When I made Diverse Wisps there were several technical problems I couldn't find the solution to (credit to nick_op for pointing me towards the solution for these) and so none of the "new designs" really came up to what I had imagined. Once I found my way to solve those problems I found I could make creatures that looked just like I imagined them. Well, I could, with a lot of work and learning and experimentation. So you probably *can* run Diverse Wisps and VASE side-by-side, but I would not recommend it. Diverse Wisps is at this stage superceded for gameplay and is now really just a modders' resource.
Next thing we know you might add a reverse-fix that is supposed to be used instead of the VASE MMM patch only to realize that something is amiss and recommend Diverse Wisps plug-in again, which you naturally have updated by that time.

Paradoxing patches aside, am I the only one COMPLETELY obsessed with BAINifying zipfiles? -_-'

And yeah, I enjoyed the readme Vacuity. Turns out it has its own part of the mod.

Holy pooh ("Winnie the," don't worry moderators), that almost bent reality as much as the central cloud of a higgs. :biglaugh:

Yes, I'm not a patient modder and I don't particularly enjoy supporting idiots who don't read the readme, so one of the ways I attempt to avoid that is to try to make my readmes vaguely readable. Never managed it for the II readme, that mod is just too technical...
Thanks Vac for your answer. I'm installing now to my FCOM, will wait three days and give you feedback later. But I'm sure I will have some surprises and fun with all these new creatures.

If you, or Blade, or someone else with FCOM would care to look at the leveled list results in your bashed patch and enlighten us as to whether the creatures will show up, it would be appreciated. My guess is that there shouldn't be a problem... But that's a guess.

Vac
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Ashley Campos
 
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Post » Wed Mar 30, 2011 12:16 pm

Hmm... just opened the Wrye bash, asked to mark mergeable, made the step to rebuild, opened levelled lists - can't see list of VASE creatures there...

Should we tag them with something before rebuild?
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Nikki Hype
 
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Post » Wed Mar 30, 2011 1:21 pm

Hmm... just opened the Wrye bash, asked to mark mergeable, made the step to rebuild, opened levelled lists - can't see list of VASE creatures there...

Should we tag them with something before rebuild?

The plugin doesn't (shouldn't) need any special tags and actually replaces the contents of the wisp lists in the MMM esm. Open the patch esp along with your bashed patch in TES4Edit to see that the changes were pulled through. The advantage of this is that as Corepc already built MMM with those lists and built the unofficial FCOM convergence with those lists it should work perfectly as I'm only replacing the contents of those lists. I'm relying on the existing structures to use the lists as they're designed to (and have been tested to).

I'm not so sure whether the blood cloud will make it into the Bashed Patch (i.e. the game) though in an FCOM environment...

Vac
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Rude_Bitch_420
 
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Post » Wed Mar 30, 2011 5:09 am

My feelings are hurt. If the MMM plugin is a replacer and doesnt require any of the original esps it should be with the main package! I had to download twice! *fetches box of gingerbread*
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carla
 
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Post » Tue Mar 29, 2011 9:35 pm

My feelings are hurt. If the MMM plugin is a replacer and doesnt require any of the original esps it should be with the main package! I had to download twice! *fetches box of gingerbread*

The MMM plugin is an *unofficial* patch only. At any moment (maybe now!) it will be replaced with an official patch. The main files on the other hand are, uhh, "official" and will only get updated as and when they need to be for bugfixes and tweaks.

Vac (doesn't believe your ISP will disconect you for the extra 6kb download) ^_^
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stephanie eastwood
 
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Post » Wed Mar 30, 2011 8:51 am

Rickie26k (I thought you were a good Readme reader), Vacuity has already explained why a separate MMM plugin download (no official until corepc...).

Here is my load order, I don't use SI plugin since I rarely adventure in SI:

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  VASE - core.esm09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  Progress.esm  [Version 2.2]0C  TR_OoT_Main.esm0D  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp0E  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  SM Plugin Refurbish - SI.esp  [Version 1.05]14  Fra.esp15  All Natural - Real Lights.esp  [Version 0.9.7]16  All Natural.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]17  Enhanced Water v2.0 ND.esp18  Ayleid Loot EXtension.esp19  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.76]1A  MM_TextLocks.esp1B  Spell Delete And Item Remove.esp1C  Enhanced Economy.esp  [Version 3.1]1D  Map Marker Overhaul.esp  [Version 3.0.1]1E  Map Marker Overhaul - SI additions.esp  [Version 3.0]1F  sr_super_hotkeys.esp20  DLCVileLair.esp21  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  Lair_mobs.esp22  DLCMehrunesRazor.esp23  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp24  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]**  Book Jackets DLC.esp++  MaleBodyReplacerV4.esp**  Armamentium female.esp25  DLCThievesDen.esp26  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]27  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]++  Thievesden_mobs.esp28  Cobl Glue.esp  [Version 1.72]29  Cobl Si.esp  [Version 1.63]2A  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2B  Bob's Armory Oblivion.esp2C  FCOM_BobsArmory.esp  [Version 0.9.9]2D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]2E  ArmamentariumArtifacts.esp  [Version 1.3]2F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]30  FCOM_Convergence.esp  [Version 0.9.9Mb3]31  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]32  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  VASE - Cyrodiil for MMM.esp++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  TamrielTravellerAdvscript.esp  [Version 1.39c]39  TamrielTravellers4OOO.esp  [Version 1.39c]3A  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  FineWeapons for OOO.esp**  RustyItems for OOO.esp3B  Geomancy & Gem Dust OOO.esp3C  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]3D  Break Into the Arcane University.esp3E  JQ-AssassinQuest.esp3F  thievery.esp40  thievery - EE patch.esp  [Version 1.0]41  TR_Stirk.esp42  AoshisStealthEntrances.esp43  Unique Dungeons - Lichs Lair.esp44  Unique Dungeons - Lost Glory.esp45  VaultsofCyrodiil.esp46  Cyrodiil Travel Services.esp  [Version 1.3]47  Mighty Umbra.esp48  Ungarion1TheWelkyndSword.esp  [Version 1.4]49  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]4A  ElsweyrAnequina.esp4B  NakedNord.esp4C  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp4D  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]4E  BlackScreenSneakFix.esp4F  DS Less Predictable Respawn.esp  [Version 1.1]50  DS Portable Sorters.esp  [Version 1.1]51  EVE_ShiveringIslesEasterEggs.esp52  P1DkeyChain.esp  [Version 5.00]53  Ring of console.esp54  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp55  Toggleable Quantity Prompt.esp  [Version 3.1.1]56  wd purse of wonders.esp57  SupremeMagicka.esp  [Version 0.89]58  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]59  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]5A  Lightweight Potions.esp  [Version 1.1]5B  Enhanced Grabbing.esp  [Version 0.4]5C  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]5D  ProgressGSD.esp  [Version 2.0]5E  ProgressMBSP.esp  [Version 2.0]5F  ProgressSBSP.esp  [Version 1.0]60  ProgressRacial.esp61  ProgressArmorer.esp  [Version 1.0]62  ProgressMercantile.esp  [Version 1.11]63  RealisticLeveling.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  EVE_KhajiitFix.esp64  Automatic Timescale.esp  [Version 1.0]++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]65  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp66  Bashed Patch, 0.esp67  MergedMaps.esp68  FormID Finder4.esp69  kuerteeCleanUp.esp


You get further precisions about VASE plugins when you click on them in Wrye Bash.
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Rex Help
 
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Post » Tue Mar 29, 2011 10:51 pm

*Throws tantrum at box of gingerbread*
*Rests on a crumbcrowded bed*
*Summons a youp wisp to collect all crumbs*

See, thats what two extra mouse-clicks can do to a brain, and people worry about flues.

[/silly]

Good to know, I'm just a bit restless here and it did strike me as odd that you didnt just package it at first. As far as my connection goes....it can eat 800kb/s but my ping to next door is friggin 60ms -_-
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carrie roche
 
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Post » Wed Mar 30, 2011 2:31 am

The load order looks fine.

Sorry, I installed Win7 very recently and haven't installed the software yet to update the BOSS masterlist with the new files. I'm not likely to get that done until Sunday at the earliest as things stand. Load ordering will need to be done manually in the meanwhile.

The one niggle with your load order is that your copy of II is out of date... BUT, I'm in the process of putting a small update release for II together as I type and I intend to have that done and out the door before I go to bed. So if you hold on just a little longer you can skip straight from v0.76 to v0.78.

Vac
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Darrell Fawcett
 
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Joined: Tue May 22, 2007 12:16 am

Post » Wed Mar 30, 2011 1:02 pm

Thanks again Vacuity for all your mods; I'm using three of them.
II in my load list come from Cobl 1.72 that's why it's outdated.
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Emma Copeland
 
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