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[Relz] AshGhoul & Winged Twilight

Submitted by eloth on
I have converted the Winged Twilight and the Ash Ghoul, if you find anything weird let me know :) p.s you have to add them to the CS yourself :) [External image] [External image] download link for the Ash Ghoul: http://www.mediafire.com/?js8j7ig8fisbgbg download link for the Winged Twilight: http://www.mediafire.com/?8auazcdvdz24ldx
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Last edited by eloth on 8 Sep 2010 - 07:36.

Wow! Great job eloth, they look really good, keep up the good work! I hope to see more of those in the future. Cheers, David Wolf ;)
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Nice :) But: - Thats an Ash Ghoul not an Ash Zombie :p (link) - And it is supposed to be a spell-caster, not weapon wielder. - And we already had some good re-done ash monsters http://www.tesnexus.com/downloads/file.php?id=21821
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I never tried any spellcasters myself but from what I gathered you need to: - first of all add in a new bone\node to the skeleton and name it "magicNode" (use extrude or add one in nifscope and make it a child of the hand). This is the place the magic comes out of. - For the animation you should use a priority of 45. - The Active Sequence name should be "CastTarget" and filename should be the same as the active sequence names. Morrowind does not have them but you can use also make\reuse others for "CastTouch" and "CastSelf". You can also add "Alt" after the sequence names for alternate animations but I am not sure what they do (maybe they are for when one hand has a weapon ... or maybe they are just alternates which get used once in a while). - You need to add in the "Hit" Sequence tag but not a:L or a:R.
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I have renamed and fixed the AshGhoul, and now its a spellcaster/melee creature, i exported a casttarget.kf file with 60 priority, and it works perfectly ingame :) But i would like to have the Ghoul use spells as a primary weapon, now it runs towards you hitting you first, and then cast a spell. any ideas?
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I think it has to do with "combat styles" in the CS.
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i figured it out, but the solution was not logical, i had to add a castself.kf also, and now it behaves the same way it did in morrowind :) mediafire.com is down atm, i will upload it later :(
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Is the winged twilight missing the hair texture?
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no, why do you ask? Maybe i could make a better normal map for it i was thinking of adding more animations(power attact, special idles etc) how can i make the creature use special idles and other anims? fixed version of the AshGhoul here: http://www.mediafire.com/?js8j7ig8fisbgbg
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is the winged twilight summonable?? are we allowed to add it to the summon list ourselves??
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Will all the monster be re-done, someone have to match all of that in a single post, with a single .esp and all the files needed for the moster works. Its only an idea.
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It is my intention to attempt to add all Morroind Creatures back into the Morrowind_ob.esm rather than making yet yet another ESP mod for Morroblivion. By adding creatures directly to the Master, any/all other modders could then use them in future mods. However, it will still be a while before I get to that point. My goal is to release my first version of Morrowind_ob.esm this weekend.
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theres actually already somebody doing that for morroblivion i mean im not tellin u not to i was just sayin if u didnt want to take the time
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are the winged twilight meshes and textures modders resources or are they stricktly for morroblivion fixes??
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@eloth:
no, why do you ask?
In the screen the winged' twilight's hair are purple ... usually caused by missing textures.
i was thinking of adding more animations(power attact, special idles etc) how can i make the creature use special idles and other anims?
Most of the time you need to just change the active sequence names and file names. This page has a list that you can use: http://sites.google.com/site/saidenstorm/part3animationsandactivesequencenames For power attacks there is no a:L or a:R ... just a Hit tag. I have no experience with special idles ... try having a look at the original oblivion creatures for hints. The required file names would be obvious and the active sequence name is the name in the first line on the block details. [External image] ^ here the active sequence name is Forward. See the same line for the special idles in oblivion creatures. The priority is present in nifscope under controlled blocks as "Priority Byte". See this for detailed instructions. I don't think that special idles use any sequence tags apart from start\stop (which are automatically added). But anyways you can also have a look at sequence tags in nifscope. Here are detailed instructions.
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hey hashmi do u know if the winged twilights are modders resources or not?
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You should'nt use it for non-morroblivion mods if that is what you mean. The meshes\textures\animations belong to Bethesda and it is unethical for "those who do not own a copy of morrowind" to use it.
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but i do own them, i out rite bought my copy and the tribunal/bloodmoon expansions, so were does that put me?
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but i do own them, i out rite bought my copy and the tribunal/bloodmoon expansions, so were does that put me?
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You can use it for yourself as much as you like ;) But I don't think its a good idea to make non-morroblivion mods with it and release them or something.
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thats really weird i mean if someone makes a mod and DOESN'T sell it only offers it as freeware how can anyone get mad? i mean thats why they cant send anyone to jail for it rite? mods are just that, MODS.. idk i wont use these cause eloth said only for personal use (if used on non morroblivion) in a pm so i wont use em but i just think bethesda is bein kinda un fair :o
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