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Creatures

Submitted by Hashmi1 on
I thought it might be a good idea to compile a list of creatures so we can work on them (i've covered only Morrowind Vanilla, i think we should make Vvardenfell working before we move on to Mournhold or Solstheim): By default the converter replaces the following creatures with their Oblivion versions: Flame atronach flame Frost atronach frost Storm atronach storm bonewalker skeleton mudcrab daedroth dremora ancestor_ghost clannfear scamp Bonewalker_Greater slaughterfish Rat dremora_lord skeletons (no wizard or archer?) The following creatures are remade (have meshes included in the converter package) centurion spider guar golden saint* hunger* (* note that these two can also be replaced by their Shivering Isles version) For the Following creatures, mods are available that have remade versions: -Ash Ghoul -Ash Slave -Ash Zombie -Ash Vampire ^^^ All are added by this mod: http://www.tesnexus.com/downloads/file.php?id=21821 The mod is made for Morroblivion and we have permission to do anything with it as long as it is for morroblivion. The mod by default adds them to the Red mountain leveled list and does not replace "fixed creatures" ... this might be corrected using the converter ini (needs testing). ----------------------------------------- - Dagoth Ur http://www.tesnexus.com/downloads/file.php?id=22715 This mod has both a dagoth Ur creature (retex Xivilia?) and a Dagoth ur Mask (which can be worn by an ash vampire to make Dagoth Ur). Haven't got a response from the authour regarding permission but the mod is fairly light and we can make a 'dependent plugin' which adds the creature or the mask to an ash vampire. ------------------------------- - Vivec http://www.tesnexus.com/downloads/file.php?id=14932 The mod adds a vivec race. We need to optimize his face, add shoulder armor and add a floating/meditation animation to him. We have permission to do anything with it as long as credit is given, though it might need a little work or even a replacement since it is dependent on a body bod which not everyone would like. I'll add that vivec should be fairly easy to remake from scratch. We just need a normal elf with the skin retexed so his one half is golden like a chimer and the other half is the colour of Dark Elf Skin. For the armor, get a human chest mesh (possibly from the ebony cuirass) and retex it to match the skin colour, then use nifscope to add pauldrons (seperate would be nice, make one side Bonemold or Indoril and the other side chitin). Save this as the armor mesh and make vivec wear it as the cuirass. Finally add a bald hairstyle and a floating idle animation and you have a vivec ready to go :p ----------------------------------------- - Kwama Forager http://www.tesnexus.com/downloads/file.php?id=31621 ^ Silgrad Tower has made a Kwama Forager for which John117 has obtained permission for us to use. The link above has the extracted Kwama Forager. ---------------------------------- Finally, the part that needs work: No mods are available which have the following creatures as far as I know, please do tell if you find or make any. Scrib Kwama Worker Kwama Warrior Kwama Queen Shalk Alit Kagouti Bull Netch Betty Netch Cliff racer Nix Hound Water Dreugh Ogrim Winged Twilight Ascended Sleeper Corpus Stalker Lame Corpus Centurion Sphere Steam Centurion Yagrum Bagarn Bonelord Dwarven Spectre (*note: SoVvM Project has some of these creatures but they are not really that good, for example the corpus stalker is a retex argonian and ogrim is a retex ogre, however their winged twilight is good).
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Last edited by Hashmi1 on 13 May 2010 - 02:34.

About the kwama i was supposed to have recieved it but the guy is yet to send them :/ that person is no longer a member of the SoVvM project.
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http://www.youtube.com/watch?v=6cZDsNmY9rU Found this video on youtube about character animations, we could use the floating one for an NPC Vivec ... however I couldn't find any downloads for it anywhere.
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well you could message the guy that posted the vid and ask him for the files.. i'm sure he wouldn't mind.. if you want i'll do it myself seeing has it is sorta like my job lol EDIT: he has friend block though i left a coment on the video xP
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I'll try .... Edit: oh, ok.
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Working on my ini I've decided to replace Winged Twilights with Dark Seducers and Ogrims with spider daedra or flesh atroanchs or Xivilai. I wanted to ask if anyone has issues with this ... I feel that unlike kwama or Netch etc. replacing these does'nt effect the feel of morrowind much.
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well i'm kinda displeased with it tbh..i wanted every single creature from MW in MW lol.. with their classic looks and whatnot :/ maybe later on we'd do them i imagine? don't worry about replacing creatures lol worry about makiing creatures xD
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Ok, I guess then that I wont do creatures right now ... just items and activators ... eventhough actually having something to fight in Vvardenfell does seem quite tempting ... lol :d
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definetly good to see creatures in vvanderfell man but MW creatures lol,i can kill oblivion stuff back at the mainland anytime
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Would the Golden saints be creatures in morrowind or violent npc's like in the shivering isles? Also if you've completed the shivering isles expansion they should reconise you as the new sheogorath.
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I think creatures should be added, even if they are not the original ones, yes it does give you something to fight, and if the original is created, it is easy to do a replacement. I say add it as an option Creatures.ini file, that way people can then do what they want with it.
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@Thunderstudent: I plan to make them hostile NPC's (SI) ... though they won't recognize you as the sheogorath ... we're doing the original Morrowind timeline, you are the Nereverine not cyrodil's champion. @ Some chump: If we do a replacement using creatures.ini it won't be possible to replace them with any new Morrowind creatures using the Construction Set. The only fix would be to redo the conversion with another creatures.ini ... perhaps again leading to incompatible mods.
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Well, since this project has been around awhile, and the creatures have yet to be made, maybe they will never be made. So I still think it is a good idea to replace the creatures. Having the wrong creature to fight is better than having an empty world.
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A better approach will be to leave these creatures untouched by the converter and then make an .esp which temporarily adds oblivion meshes to the Form IDs. This way we will have something to fight now and also be able to replace them with a simple plugin if ever the original creatures are remade. The only problem is that we can't do this if we want to replace creatures with NPCs ... for example replacing Winged Twilights with Dark Seducers (however we can replace winged twilights with Spider Daedra :p )
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---- sorry for triple post ---
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--- sorry for triple post ---
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True, you seem to know what you are on about, so yeah, sounds like a plan.
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Just wanted to update that the converter is blind to creatures unless you tell it to "replace" them with oblivion ones. That means that even if we do not replace them (as I previously suggested), their form IDs are STILL NOT MADE ... however the added problem is that now there are no references for the creature to be placed in any cells\levelled lists ... and you will have to do that by hand. However there is a technique you can use to make the work very easy. I call it "replaced placeholders" 1) First of all have the creatures replaced by unique placeholders in the ESP converter. 2) Next use the Construction Set to mod morroblivion_ob. Make the creature you want (save here) and then use the "Search and Replace" function to replace all instances of the placeholder with your newly created creature and save again. 3) Finally use TES4Edit to open the plugin you just made ... delete any changes to oblivion cells\levelled lists and leave only the references to Morroblivion cells\levelled lists (you will need to use your common sense and UESP to decide whether each cell belongs to Cyrodil or Morroblivion ... for example Suran is part of Morroblivion ... Imperial city is part of Cyrodil .... regarding levelled lists, the levelled lists of Morroblivion have a "0" prefix). Save the mod when your work is done. 4) Your plugin will now have the creature you made, automatically placed in every cell\levelled list that it needs to be in. Note that from now on, this plugin will "not" require the converter.ini you used to make it in Step 1 ... so you dont need to ship that with your mod.
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in the list mentioned above i do recall seeing a mod created for adding winged twilights however you need shivering isles also the floating animation that was mentioned earlier is part of umpa's animation mods but i don't know which one.
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There is one on Planet Elder Scrolls but it is a nude mod.
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could we perhaps alter it to have a permanent underwear, or maybe make them wear clothes that cant be taken or altered by the player in game. example-the dremora's in oblivion
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http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3852 It also requires body replacers :p
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for the corprus beasts i was thinking perhaps make one of every vanilla npc and alter the facial features of those who are infected, giving them a yellow green facial colour. its just an idea and im not sure how it would go down, what do you think?
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Its a good idea :) This is how a Corpus Stalker is supposed to look like: [External image] We can easily retex an elven race to have similar coloured skin with disease marks. We can also easily add the original details like torn pants and messy hair. A lame corpus is supposed to look like a deformed humanoid: [External image] I really dont think that we can do that to an NPC. However perhaps we could use one of the deformed flesh golems from Loreless Creatures ... perhaps after a little retexing: [External image]
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Anyone have any ideas about what we are going to do with the other creatures (nix hounds, alits, kagouti, netch, cliff racers,kwama etc.) Morroblivion will simply not have the original MW feel without them. And unless we can retain the original Morrowind feel ... I rather spend my time playing the original Morrowind rather than fixing the other stuff in Morroblivion :p
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possibly if we alter this for the nixhound creature it might work [External image] hope the image works lol
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i believe that the sphere bot is added in this resource file along with many other things you may find usefull (takes a while to download everything) http://www.tesnexus.com/downloads/file.php?id=24279
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We can use the texture on the horse but otherwise it wont help us much. Nix hounds look totally different ... they also have totally different attack animations (something more like the mountain lion). [External image] Are you sure that there is a Sphere Centurion in that resource pack ? (cause I dont see anysuch thing in the pics or the list)
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yes im pretty sure that this resource file contains it although im not sure whether it is an actual creature or just a static, im sure if it is a static then we should be able to transfer it into a creature
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i have looked through millions of resources mods and ideas and none of the other creatures (such as scribs and cliff racers) are being worked on, i believe we are going to need to get someone who can make them from scratch
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yes i have already made notice that we need people with some skillz to make those creatures and just about every other MW creature lol..both in texturing and meshes.. thing is that it's hard to find such people
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I'm completely new here, but might I suggest that you contact the creators of the Lore Creatures (the ones that made the guar), maybe they would be willing to help model some more morrowind creatures. P.S. The work you guys have been doing is amazing. Keep it up.
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it seems that the author has practically finilised that mod and i don't think he is interested in creating any more creatures but if he is, here is his email for someone to contact- Gundamx9740@hotmail.com
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up at tesnexus/modders/resource kwama eggs resource
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had net backon 14months have downloaded 50gig playing oblivion have downloaded 360mb for morroblivion,ashmonsters,cnme bloodmoon v1,cnme v1-4,creatures of morrowind,esp convetrer,morrobivion in omod format unpackes to 551mb,ghostfence,morroblivion rto,morroblivion test new config,morroblivion AI,morroblivion everthing VWD. is any of this going to be any good when i get around to puting morroblivion on,can not put on yet 34gig in oblivion directory, will you have to run esp converter on a clean install of oblivion.
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All the creatures up above look great, keep up the good work, Can we Make the Golden Saints so that we can get their armor? It always pissed me off that we weren't able to steal the armor of them and the Dark Seducers. Off topic: When Morroblivion is complete will we still be able to do the Oblivion main story line or what ever guild quests from Oblivion?
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Kia Ora I don't see why not,.. I'd think theyer gonna have a fast travel to that world space much like there is now with the wee pluggin drops you in the Morrowing boat, when you open hatch your in Vvardenfell
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@Thunderstudent: You realise that we haven't actually made any of the creatures yet. The pics above are screens from Morrowind. Regarding golden saint armors you can make a mod for that yourself (just check playable to the armors in the CS). @roxon: We need Kwama "creatures" ... not the eggs, we already have Kwama egges. Can't understand what you mean to say in the second post. :p @Obisidon: Meshes is just half the work done ... animating is as much difficult if not more ... but anyways, thanks for sharing :)
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Kia Ora If I read it right,.. roxon's asking if after all the downloading thats been done is gonna be any use at all when the project is finished
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sorry after looking around poster on wrong site, have downloaded a creature pack for morroblivion would anything be of any use in it can post the readme have a look at mythic creatures http://www.tesnexus.com/downloads/file.php?id=29569) uploaded 26/jan/10 can you take a later version zombie and turn in to a corpus stalker
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in my other topic i was discusing the ghostfence useage and how i might be able to gain permission for it, the same guy seems quite welcome to the idea and is also working on a mod to add all of the creatures (the ghostfence being his first publicly released mod) if i can persuade him to join us then we will have these creatures done alot quicker. one problem he mainly speaks german but speaks some english, my german is a bit rusty at best so we'll see what happens!:)
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would hedgehog-12 be worth talking to Name Better Creature (rev5 Kwama) Author HedgeHog-12 Submitted / Updated 12-02-2007 / 12-07-2007 Category Creatures Requires N/A Version 1.0 Description It`s Actually replacer Creature Kwama. New meshes With Bump map, Glow Map and map effects are added. Installation: 1) Extract the archive into ...Morrowind\Data Files; 2) Meshes and textures are bsa and will need to be registered in your .ini file. 3) Open Morrowind.ini, at the end (archives) add Archive (#)Better Creature (rev5_Kwama).bsa 4) Start Morrowind Launcher, choose File Better Creature (rev5_Kwama).esp; click it and go. All Kwama's in the game will be changed ****** Added 14 new models - Scrib -separate model - Hive Scrib (scrib dead)-separate model - Kwama Queen- 3 separate model - Blighted Kwama Warrior-separate model - Diseased Kwama Warrior-separate model - Kwama Warrior - separate model - Blighted Kwama Worker- separate model - Diseased Kwama Worker- separate model - Kwama Worker- separate model - Blighted Kwama Forager-separate model - Diseased Kwama Forager-separate model - Kwama Forager- separate model - Blighted Scrib- separate model - Diseased Scrib- separate model ****** This is the fifth plug-in of replacer creature set. . fair chance you have allready seen these forgot this http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=181679&id=6108
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this mod is for morrowind right? if thats the case then that is completly useless as you need to convert them and converting creatures is not worth the trouble, we need people to make the models and animations from scratch
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Kia Ora If by chance the replacment was done by making new moddles then maybe it's not to hard to resave the moddle in the Oblivion nif format,. if theyer texture replacements then your right if the coverter did work on originals it won't work on those
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As far as I am aware (and I might be wrong) it is not possible to convert creatures from Morrowind format to Oblivion format without doing the animation all over again. And thats a major issue ... animating is harder than making meshes. Also we need "made from scratch" models to legally use them for morrowind ... the ones in that mod are just modified Morrowind meshes with new textures ...
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about recodeing
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http://tesnexus.com/downloads/file.php?id=31621 haven't tested it, but potentially awesome.
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i just uploaded my Kwam Forager i made on tesnexus! http://www.tesnexus.com/downloads/file.php?id=31621 [External image] [External image]
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Great! Simply amazing. :) Just one question though ... did you also make this for the silgrad tower team? Cause it looks exactly the same. Anyways awesome work. If you want to add it to all the cells follow the technique I mentioned above in post 17.
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OMG i've been trying to get this so badly from the silgrad team like srsly amazing....i jizzed.in.my.pants. is that you emanuel??
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Awsome! How did you made the animations? I'm curently working on some simple modells in zbrush 3.5 r3, i'l start improving morrowind creatures soon, but i have no ideea how to do animations.
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