Hey all! I've decided to start work on placing Ashlander's wonderful creatures in bloodmoon and I could use your help!
To get started, download Ashlander's creature files. (Note, scroll towards the bottom to find the latest file).
If you like, you can also grab some better bloodmoon creature normal maps.
IMPORTANT: Move the meshes into Data\creatures! Move the texture folder to Data, like normal.
I'd love any help you can provide me, especially in the testing department. Here's my to-do list.
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PLEASE HELP ME TEST! JUST PLAY THE GAME WITH MY MOD AND REPORT ANYTHING THAT'S WRONG WITH CREATURES. Also, I'd love for people to look over my esp in the cs and double check creature stats.
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Checklist:
Copy all creature id's over - DONE
Match proper meshes - DONE
Replace placeholders - DONE
Adjust creatures stats (look at the creatures in the morrowind cs) – DONE
Copy Creature Diseases / spells / abilities
Copy Creature Factions
Copy inventories/Add ingredients to the creatures
Copy Quest Creature scripts and place correctly
Reduce size of Riekling
Add sound to creatures
Add animation files?
Add Creatures to leveled lists – DONE
Add NPCS to leveled lists- DONE
Copy Leveled lists – DONE
(Werewolfs and their leveled lists need to be added)
Place leveled lists in world
We need to update scripts so that when the Hiricine fight starts the right aspect is enabled and all others are disabled.
The Raven/ alter of thrond witch needs to be updated so it starts as a raven and then becomes a witch.
Creatures that double as NPCs need to be fixed / created.
Testing
Note:
#When there were seemingly duplicated creatures, I didn't make duplicates.
EX: there are 5 'colony spriggans.' I only made one.
When I add new creatures / lists sometimes I do not use 'U' in between words
I've found that a lot of helpful information can be found herehttp://www.uesp.net/wiki/Bloodmoon:Creatures, along with the Morrowind CS. With it you can look up creatures and match them to Morrowind.
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Currently:
Currently I'm working on adjusting all of the creatures stats (and making all the proper variations of each creature) so that they match the bloodmoon origional. Then I'll be reworking the leveled lists.
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File Version: 03
Currently working on:
Placing the leveled lists in game!
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TEST LIST:
IN GAME:
Monsters don't crash or have bad animations (should already have been done by ashlander, just checking that I didn't mess something up somehow).
All creatures need to be tested (make sure they're inserted properly).
IN CS:
Monster Stats , scripts, inventories, spells are correct.
Leveled lists / chance of none are correct
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Ongoing Questions:
(Please, if you can answer one or more of these, do so, even if it’s a guess. Thanks!)
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Q: Where are the werewolf body meshes?
A: Meshes\Armor\Lycanthropy V.2 However, the textures seem to be missing. (Thank you Old Wolf)
Q: In bloodmoon, werewolfs are npcs, are we going to do this for Morroblivion, or make them creatures? – I'm not going to do werewolf leveled lists for now, or I will use a wolf placeholder
Q: Morrowind and Oblivion both had testing halls. Do we have a testing hall? We should! It should be nice and big with some hedges and a little path running down the middle so we have a two level effect…
Q: How do you make creatures talk? – we need that for Aesliip, or a npc with a creature body. We'll also need to do this with the friendly reikling, ?Dulk/ Krish?. Alter Raven?
Q: Can I change an editor ID? For instance, we have 0RieklingRaider, and I changed it to match the Morrowind 0bmRieklingMounted. Can I do that, or does that cause bad things?
Q: How should I go about placing the leveled lists in the world once I've finished them? Do I go cell by cell and match Morrowind, or do something else?
Q: I can't seem to create the beserker leveled list for NPCs: 0bmexbeserkers, 0bmfrysehagall, 0bmexreavers, 0bmexreaverarchers, Etc. I've tried dragging them over but nothing happens. I've tried creating a new creature, but can't select them. What else could I try?
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Any tips, questions, comments, or answers?
Well Hashmi generally does the talking creatures stuff. I think he can help you about that.
Thanks Dark South. Has he been on recently?
Hey Iceberg, I just got done running around with your mod. It's awesome! I ran into a ton of boars and killed them. They animate fine, and I can't think of anything wrong with them. My only question is, where are the rieklings and horkers? I didn't see them, and I went all around Castle Kaarstag?
This is great work - thank you for helping out with the Bloodmoon project. There is a lot of work that still needs to be done on the two expansion packs.
Thermador: You're welcome! And thanks for noticing. :P
Ya, I flew through Morrowind's main quest with very few troubles, and then went to bloodmoon and my proverbial quest train crashed. I'm glad though, because its given me something to mod that has a purpose (other than just enjoyment). Do you know of work being done on Tribunal?
Robertneville: You're awesome man. :D
As of version 2 I've just matched stats and replaced place holders in the pre-existing leveled lists, so only creatures that were already in leveled lists (or are quest specific) show up. (However, I did think Rieklings were in there, I'll check it out).
My next thing to do is to create new leveled lists (that match morrowinds) and place them in the right places, so hopefully soon you'll be able to run around Castle Kirstaag and kill those annoying little guys.
Thanks guys. :)
If anyone can answer any of my ongoing questions in the first post, it would be very helpful.
Thanks!
hey ice hows the testing ? I'm going to go over them in the construction set and will make adjustments if needed.
one thing too note is that bristlbacks have always been a pain in the ass, in morrowind they had 250 health and were able too knock most charecters down.
the ice minons were worse they had high attack power and could reflec damage.
I am vouching on toning certain things about these two creatures down just because in oblivion thing could turn into a hack fest very quickly
Cool Elderago! I'd really appreciate someone checking the stats in the cs. It'd be most helpful if you let me know what creatures/stats I messed up so I can change them myself, so I can avoid having to merge stuff etc.
I hear what you're saying about a hack fest. However, I'm really looking for some challange, as my character is over level 50, so maybe you could make a mod for morroblivion that does just what your saying. That way people can play the origional, or use the mod and play toned down...
I liked to be challenged I just always found riekling boar riders to be a pain in the ass....and now I know why, most of their states are in the eightys and 90s and have a spell reflection of 60 %.yet oddlly they have a speed of 25 ? which has never made any sense to me
on side note because I have both of the games I also have there construction sets meaning I will be able to directly copy the stats from morrowind to oblivon ;)
I'll send my version of your mod I plan on adding all varients and unique version to the construction set, they will still need the scripts but hey they are there, along with the ingredients ( I'm going to have to import some models since it seems they are missing).
anyways some note
your missing the draugr and the draugr lord, dont worry about that I am adding them EDIT no you didnt lol I did not see it
the riekling boar rider has a spell called "regeneration" but the oblvion model has no casting animation can it still be used ?
Cool, stuff like the missing Draugr will help me.
I used the morrowind cs to find stats and then copied them to oblivion.
I won't be able to do anything with your mod, just let me know what looks wrong and then I'll fix it.
So I'm looking for bug reports more than fixes.
I don't know, I'll look into the animation thing once I get to adding spells to the creatures. Thanks ;)
Oh, and I should have almost all unique varients as well, check the next version out. ;)
Cool :D
Let ashlander know as well!
Thanks!
Is this still being worked on?
Hey Brutal!
Yes and no. I'm not actively working on it right now. However, I have all the files and I "Plan" to work on it... soonish. First I want to release the first version of a Skyrim mod I've had in the oven for a while. After that I may / over the summer.
So if someone wants to pick it up, I can give them the stuff, otherwise don't count this as dead so much as hibernating. I need to add proper ingrediants and then place the buggers into different cells.... Check that first post for more info.
:D
Mod I so think good and necessary, but alas I did not manage to test it as when I come into a cell where presumably should is new creature, I instantly have a start on a desktop, the problem is in data to a fashion as at its switching-off game again starts to work stably, I think the given information to you will help. I certainly shall try to reveal independently the reason of a mistake in yours to a mod if I shall find this reason and I can correct, I shall write about result in the given theme.
HI Black Shadow. :)
At this point the mod isn't ready for in-game testing. I havn't placed any new creatures in the world. This also means that it won't be cause crashes to the desktop, since no cells have been edited yet.
Thank you for trying to test though!
-Ice
ps. When I asked for testing help, I meant something more along the lines of double checking creature stats in the cs, to make sure I didn't miss something. :)
Clearly, thanks for the explanatory, I shall check up data of mod in CS even for that what exactly is the reason of crash.
Sounds good.
Thanks and good luck! :)
Yes it is valid me the reason which caused crash of game has been revealed, it is necessary to tell that it only indirectly is connected with yours mod, well and the original cause is covered in files " Ashlander's creature files " and it is connected with that that in folder Meshes folders with models are located at once, passing folder Creatures, hence because of it game cannot find a way to models, from for what there is a critical failure, the folder with structures opposite cannot be placed in folder Creatures, and necessary to arrange as it and is, in the rest of fashions it has gone right on glory))
So we shall begin, during testing given mod I had been revealed some mistakes: In the first I have paid attention to strange behaviour default of wolves (it those which were initially made by means of the converter, by the form as in Oblivion) at least 1 of them me have been noticed, a level of aggression in relation to the character became zero (it simply behaves as good-natured dog) and why that became are afraid is achieved in water when I could from it which what aggression, I have got it in a reservoir and on my surprise it began to whine and would try in what it began to get out from water, such sensation that it simply is not able to float. In the second corpses NPC which should lay, why that are groundless with the open embraces)) This that as to game. In CS mistakes of animation new Creature are found out, also I have a question on the account quests Creature (for example Good Beast in original Bloodmoon it in stock has arrows which it is necessary to take for performance of a quest, you Good Beast in stock has only a skin of a bear but even if extraction of arrows it would be desirable поинтересоватся about its level of aggression as if it will be aggressive in relation to the character the basic quest will be simple for passing not really is not required.) well about a raven and Karstaag I yet do not mention, also I think it would be necessary to solve a problem with the swimmer to realize to it a route up to a underwater cave with water of life. Well while I so think it the main not resolved problems, and in the rest mod simply shaking, I think in the further it is necessary to replace wolves and bears from Oblivion on similar of Bloodmoon.
running in chameleon correcting bloodmoon textures in caves.and see how critters are in world some of the Rickling Raiders do not attack the player the wander the ground properlly the Tusked Bristleback does not front feet around 12ins of ground found the Good bear still a little chunky but he in game. Plague wolf is going around Killing all other wolves..A Bear and Tusked Bristleback Killed Ingmar Quest Blown..Found Valbrandr Draugr Have found any Honkers,Spirt Bears,Snow Bears,Snow Wolves,Werewolves..
will Keep looking in game creatures look Good no crashes any in Bloomoon still running around game cannot handle this walking..
Thanks
Will someone please re-upload the Bloodmoon Creatures. Thanks in advance!
First section go to (Latest Files) link works noprob..
Then goto Better Normals Download them to..
Wayne
I would like to THANK the Morroblivion team Mod Members for there effort & for your Work.
First up I gutted morrowind_ob V054 down to Worldspace 01380000 to Block -2,0 & -2,1..
Removed everything out of Sub-Block kept cell block locations..
I would like to thank ICE & Ashlander i gutted AK-Bloodmoon Creatures Down to What i wanted..
I would like to Thank thePOSTALdude and his 2 anonymous friends for Solsthein Recreated v1 Released as Modders resource..
I gutted it down to what in needed out of there mainly Creatures,factions,idle Animations,race,script,sounds plus others..
All this does is place NPC,Creatures in to an existing World (01380000 WrldMorrowind) at Specefic Spawn Points in Cells.
Found the addresses by running around Bloodmoon in Chameleon running (tdt) merged the lot together with TES4Gecko
converted morrowind_ob.esm to (Work Blood test Creatures2.esp) with TES4Gecko after gutting it.Would not read it before
I have not found any Honkers,Berserkers,Smugglers,Frysehagall,Reavers,Reaverarchers anywhere from Fort Frostmoth to Skaal
Village or any else on Bloodmoon island so i placed them at 100 odd locations around Bloodmoon this is Not ment to nock
ICE work they look RealGood running around Bloodmoon with notmany Quest completed makes life intersting running around bloodmoon.
Q: Can I change an editor ID? For instance, we have 0RieklingRaider, and I changed it to match the Morrowind 0bmRieklingMounted. Can I do that, or does that cause bad things?
What i Did I Removed Your (01020809 0Frostboar TuskedBristleBack) i took the (zzTuskedBristleBackENEMY) out of
Solstheim and changed the Form ID to 01020809 put the Meshes & Textures to suit i have only run around Bloodmoon 50 times
while setting this up the Bristleback change over has not caused ony Problems am going to upload can you have a look Before you Delete it when i Finish the main Quest in V055 i am going to go back to playing with test Creatures and put in Dulk,Krish and others.
Watch out Spriggins Respawn,Beserkers Respawn,you will fall across the Odd Frost Giant they are hard to Kill Doppleganger comes in Handy makes life more Fun..
Put the hole lot together with Tes4edit.
Hopefully i havent Stepped on to many Toes.
Thanks.
Wayne.
.ESP in in Bloodmoon modders Resources.rar
Finaly got to see a Deadly Grahl while chasing errors around Solstheim there were 2 in the caverns to get in to Castle Karstaag they looked a bit cramped seem to walk forwards but going backwards allin all They do look Good in there Location...
Wayne..
Rounded up some Red Wolf,Tusked Bristleback,spriggans went an visited the fort kill rate on critters is to high..
Long story cut Short it Places AK-Bloodmoon Creatures in Solstheim i could not find any in outside world place spawn points for critters And they turn up Nothing is easy to Kill CM Partner or DoppleGannger will help to keep player alive for Testing Creatures,Horkers Harmless,Red Wolp-Plague Wolf..
Berserkers,Spriggans They respawn,Tusked BristleBack some have riders,Reavers,Reaver Archers,Fyrsehagall,Smugglers AI and Wander package not very good,Plus others..
.esp in zip file, meshes & Textures with readmes..
Placed a few in Solstheim Snow Bear (Blond Bear) when looking a Bear from Front, front left Paw throws a Claw when he stopped it sits in right place when he walks its on the ground behind the Paw
in Pic 1
Pic 2
Bear has a problem with Neck Seam Creates a Gap when Bear moves his Head head is still blockie
Pic 3
White Wolf & Red Wolf have seam problem on the Neck creates a gap when moving there heads
Pic 4 just a clearer pic of Bear Claw when moving
Other then these they move well in Game
Why not use Oblivion models for bears and wolves?
They are there ref in Morrowind_ob, so changed ref to Creatures Creatures Bloodmoon
Self Opinion Oblivion Model do not look anything like Solstheim Creatures.
Snow Bear in Play mode watched for 1 hour the floating Claw does not seem to cause any Clipping or other errors came out of Chameleon does not seem to effect anything if you attack the Used WIKI and Mini Map and rock Locations to Place the 5 Snow Bears in Solstheim
I used a followme spell on this Lot to Many will have to Remove Some Changed Dog (wolf)
Locations to suit the Red Wolf forgot i had allready put 4 there
Ice Raider walks on ground and slope no problem something in his settings he does not attack even when attacked
http://www.mediafire.com/?hp97882324jcb8h Riekling Link
Riekling does not have his shield, has an animation problem and does not walk on ground properly attack no problems but is a little defence less
Horker works like a Horker lays around all day doing nothing, does not attack when attacked
Can not upload clip have exceded upload limit will have to put them on Mediafire
http://www.mediafire.com/?m9z1pl6p644mc51 Link to Horker clip
http://www.mediafire.com/?17gawtdh8q9d5jw
Link to Undead and Bone wolf could have been ALL-Maker was recovering from hang-over when he created these animations work well
http://www.mediafire.com/?s21zobrq434pkpa
had a bit of trouble with this 1 when it is set to Camo, with a wander package of a dead NPC from dive rock
Got a bit graphics intense with 2 was for recording
http://www.mediafire.com/?12eqsb3bxxn68ex
Creature Grahl
http://www.mediafire.com/?0noy464171x58q2
Link to draugr has an animation problem does not effect him when attacking
Draugrs work fine to me. I managed to kill three of them close to the supply ship.
Ref in the esm for draugr goes to Creature\Bonewalker not useing a draugr at at all
Have killed them at the ship wreck they were Bonewalkers
I have replaced them with draugrs already :)
When seeing them immediately, they go for Apronia like savages. I fight them, she fights them, they're eventually dead. No problems except that their ingredients are mort flesh and not gravetar.
Try this see if any good more the same in .esm (lich) as Lighkeeper and others have not done Frostgiant yet
Thanks for it - but gravetar is in the CS and fine. All I need to do is to replace the mort flesh with this ingredient.
http://www.mediafire.com/?823sdb1724b8311
BM Frost Giant moves no Prob does attack when out of Chameleon,when he stops he get a little shake up go when he starts moving again..
http://www.mediafire.com/?x670caf8qbbavr5
Improved them a little now they move a bit more, when they have had enough they lay back down
http://www.mediafire.com/?z91yp8x7cdzisuz
Is for Horker Locations,if location are any good let me know and i will pull them them out into a seperate file
I did find that Icon and put it in
Wandering around Solstheim water ways across the lake i can find 30-40 Horkers so check Tes 3 construction set on bloodmoon for Horkers listing.
BM_Horker 1
BM_Hoeker_Dead 82
BM_Horker_Large 1
BM_Horker_Swim_Unique 1
So we wander the external of Solstheim start at Dingi East of Fort Frostmoth wander around Solstheim write down all location of Horkers. useing walk on water and only in day Light, allow for Solstheim Weather took 15 Game Days Ended back up at same Dingi i Found 75 Horkers with all Location written down to Place in Bloodmoon for Morroblivion.
I could not find any other listing for Horkers, could something be doubleing up on Horkers or Tes3 construction set not reporting correctly.
Installed Morrowind,Tribunal,Bloodmoon,Service Packs,Emerald Isle,BP,Landscape Upgrades
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