Ash creatures as races
After a time away I had come back to playing Morroblivion and had been enjoying myself immensely. Among a few other things that bothered me, I singled out the side by side use of ash creature enemies with ash race enemies, and set out to change it. Here is my mod, which removes the ash creature enemies from your game and replaces them with just the ash race versions. It will also restore the ash ghoul robes, with the added bonus of them being playable, as well as restoring the ash slave/zombie loincloth, the iron collar for ash slaves, and all creature sound effects with newly generated .LIP files. It requires nothing but a default Morroblivion install of the latest version, and should be compatible with most current Morroblivion mods. Make sure to only use this with a new save, if you don't any of the ash ghoul Dagoth's you've killed will re-appear.
As this is my first mod for public use, I do appreciate bug reports, offers of help, and any relevant resources you may find and bring to my attention. Also, if you enjoy the mod, comment, I enjoy hearing from you.
Remember that the texture for the robe is not included in the mod, it comes with stock Morroblivion.
This mod has been cleaned with TES4Edit.
As of V1.1:Ash slaves have had their iron collar restored. The male model for the ash ghoul robe has had a very obvious seam fixed, as well as a few safety optimizations. Ash zombies 6 to 10 have had minor edits.
As of V1.2: Ash ghouls now share the ash vampire leg and foot texture to avoid bandaged feet and legs which they did not have in Morrowind. Ash ghouls, slaves, vampires, and zombies, now use their original Morrowind sound effects (Roar, moan, and scream.) randomly in combat. Newly generated .LIP files are included so that their mouths move properly.
As of V1.3: Ash races have had minor edits to facegen values to make them look more like the Dunmer they used to be. Ash slave/zombie loincloth has been restored. Ash slaves and ash ghouls have had their class and combat styles updated to something more appropriate in an attempt to stop some strange combat behavior and make them more dangerous when using their spells.
As of V1.4: I have made various tweaks to the Dagoths facegen values to make each look slightly unique when compared to another. Dagoth Fovon and the "soul ash ghoul" have been converted to use the race equivalents, marking the last ash creatures requiring conversion until I find a resource for the ash vampire headdress and loincloth. I have placed all ash ghouls in one race entry, as there were previously two for unknown reasons. V.54 master.
Latest version: Now compatible with the V58 master file. Finally fixes ash ghouls murdering dreamers, as well as their habit of looting weapons to attack the player with. Further adjusts facegen values to avoid red-faced ash ghouls. Adds leveled spells to ash ghouls and mages. Adds leveled maces to ash zombies. Slight adjustment to robe mesh. I would suggest that those of you who use Wrye Bash tag this mod with the Delev tag, otherwise the creature versions of the ash ghouls will find their way back into your levelled lists.
DOWNLOAD Latest version:
(The weapon Dagoth Velos is swinging at me is the sixth house bell hammer, now that he is a race based enemy he compulsively loots it and uses it against me (Fixed in the latest version.), I have home-brewed my own edited ash ghouls so mine will look different than yours, don't worry, the mod does not include that. The Dunmer in the second screenshot is wearing an Ash Ghoul Robe looted from Dagoth Velos. He is also wearing the updated robe model, if you compare him to Dagoth Velos you can see the seam that was fixed.)
In this version all creatures, with the of the ash vampires, are replaced. In future versions I hope to locate a resource for the ash vampire headdress and the ash vampire loincloth.
Thanks to pjjkp for allowing others to use his ebony collar mesh.
Thanks to qwertyasdfgh for being helpful enough to check my work and explain a few things.
Got bored last night and tried my hand at restoring the ash ghoul robes. They came out pretty good.
Are you going to make it playable?
The robe? Hell yeah! Unless its specifically requested otherwise, that is. Heres some updated images with seam reduction on the arms and assorted tweaks. This is as close to the original as I can come.
I want to point out that the mesh and texture are stock morroblivion (Or eloths overhaul, not sure.) all that I did was edit the UV and which texture the mesh uses. Same applies for the ground mesh and upcoming female mesh.
Great robe Valtallan,and stock morroblivion sounds cool to me as that is what we are converting.
Are you doing it for the morroskyrim.or morroblivion.?
Morroblivion, I can't play skyrim as of yet.
They look great!,is it ok if we use them in the morroskyrim convertion.
Sure, I'd be happy to see this used in either of the conversions, when I get the first version uploaded you're welcome to use the mesh. Just make sure grab the textures from the main morroblivion install.
Heres the female version, all I need now is an icon.
EDIT: Icon is complete, working on the main mod now.
The first version is uploaded, would've been sooner but I kept getting distracted.
Beautiful robe texture, really nice work.
The credit goes to the original creator, all I did was redirect the mesh to use the pre-existing texture from the ash ghoul and then re-arrange some UV's. The texture used comes from stock morroblivion.
EDIT: I have edited the first post to reflect the above as I forgot to yesterday.
Nice one! I think this will have a permanent stay in my Morroblivion
Thanks! I'm glad to see people liking it. I'm working on getting the ash ghouls, slaves, and zombies, making their correct sounds right now. Its unknown territory for me as I am somewhat new to this. But I have done well so far, so heres hoping I can continue to make things work.
Yes! Good luck!
Any one who has downloaded should re-download V1.1, the mesh was causing the CS to crash because of a stupid amateur mistake I made. Its fixed now, my apologies to those it may have inconvenienced.
That's a very nice mod, Valtallan
Also, you get my special thanks for sticking with existing folder structure
You're welcome, I'm glad you like it. I'm still working on sound, but either my .mp3's are formatted a bit off of spec or I am doing something wrong with the mod itself. I dislike dialogue and sound more than any part of the CS I've used up until now.
Small victories my friends! I have their sounds working, V1.2 will be uploaded soon!
V1.2 uploaded. Time to sleep.
1.3 is out, I'm working on dagoth Fovon and the "soul ash ghoul" now. I'm unsure how to proceed with quests so this could be interesting. As far as I can tell no scripts refer to the original monster versions Reference IDs so it may be as simple as simply replacing them as quest references and attaching any necessary scripts, but then nothing is ever that simple in the CS I've found.
As for base forms, Dagoth Fovon is referenced in script fbmwA1DreamsScript and 6 dialog topics, so you'll need to edit those.
fbmwAshGhoulSoul is nor referenced anywhere.
As for references: mwDagothFovon is referenced in fbmwTTHassour (quest) as quest target
mwAshGhoulSoulREF is referenced in fbmwMGSoulGem2 (also quest) also as quest target
Hope that helps
P.S. How did you handle the existence of 2 Ash Ghoul races - AshGhoul and fbmwAshGhoulRace?
Well, One race is used specifically for Dagoth Gares (Who was already placed in game by my luck.) and an odd ash ghoul with a club (Who I think is a test enemy.) but since the race entry was still named "ash ghoul" they use the same voice as the second race. The second race contains generic ash ghouls, levelled ash ghouls, and all the remaining Dagoths. I had considered Changing Dagoth Gares and the odd Ash ghoul to use the second race, but was unsure if it would harm their scripting and references.
EDIT: Here is the test .ESP if you would care to look over it in any spare time you may have. I will attempt to test it myself, but I'm not sure if I can pass judgement on my own work. Especially on the first time.
mwAshGhoulSoulREF is also referenced in result script of stage 10 of quest fbmwMGSoulGem2
It is flagged as 'Initially disabled' and is enabled only when you get this quest
You'll need to flag your mwSoulGhoul reference as 'Initially disabled' too and adjust the script
Changing race won't affect scripts (unless they specifically check for race, but they don't)
Here is the second attempt, thanks for taking the time to help with this.
Didn't get the chance to test today, I'll try again tommorow.
Looks alright now, but with the release of v054 you'll need to update your cell edits to reflect changes in the master. That's very easy to do in TES4Edit.
I'll go about figuring out how to do that today. The strangest behavior I found in testing was that some of the Dagoths attack and kill dreamers for no reason. I'm still trying to fix that. I plan on creating an optional .ESP that adds different selections of journeyman and novice level spells to each Dagoth (Excepting those who have no spells to begin with.) to help diversify combat with them.
Ah, now I can get back to this. Well, I'm not sure exactly what you mean by updating my cells. I have Tes4edit and have learned the basics of cleaning and editing with it. In this case I'm not entirely sure what you would like me to do with it. If you can explain, I'll wilingly learn as much as I can.
Oh my, I see now. Thank you once again.
My apologies for the delays on this version, I have been dealing with a few personal issues lately. Version 1.4 is out, thanks much to Qwertyasdfgh.
Finally got around to updating the remaining issues I had with the mod, be sure to get the latest version.
Small update, the .ESP is now properly tagged for bash (Old ash creatures won't slip back into leveled lists when you patch now.) and the leveled lists for the ash zombie maces have been tweaked.