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[MERGED] Creatures Revisited: Sixth House.

Submitted by Hashmi1 on

Download Link: Here.

 

Please test and report any problems\issues. If anyone finds any CS error (message) when loading any of the sixth house creatures please report on this thread.

(The corprus creatures *might* still pop up some error messages ... but this should get resolved when this gets merged with the master.)

This is the second of a series of releases that will constitute "Creatures Revisited".


Part 2:Sixth House covers the following:

- Ash Vampires
- Ash Ghouls
- Ash Zombies
- Ash Slaves
- Corprus Stalkers
- Lame Corpruses
- Ascended Sleepers
- All unique (named) versions of the above.


For all of these these:


- All animation errors have been fixed (or at least all of those which popped up an error message in the Construction Set). Its unclear whether these errors made any difference in-game or not ... but better clean than sorry :p


- Idles have been seperated into base and special idles ... no more sniffing around before punching.


- Havok\ragdolls have been added to those creatures which were still lacking it {I don't know if any were ... the skeletons have been redone so Havok is now there whether or not it was present beforehand}


- Meshes and normal maps have been improved.


- Proper death animations for the Ascended Sleepers have been restored: they now vanish ... leaving nothing but their mysterious skulls.


- Darth Soul pointed out a problem with ascended sleepers where they would not be able to get after getting paralysed ... this has been fixed now but to only some degree ... a proper solution would be add 100% resistance to paralysis to the sleepers


- To clean up some of the mess in the Data folder ... required meshes and textures have been moved to Data\Meshes\Morroblivion\Creatures\ and Data\Textures\Morroblivion\Creatures\



 

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Last edited by thermador on 11 Jun 2012 - 09:01.

I can't believe you did this so quickly! These were sorely needed. Thank You!
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Nice Hashmi!
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I can't believe you did this so quickly! These were sorely needed.

Thank You!

Really? I thought they were the least of the project's worries ... it is after all just a cleanup ... all of these were present already.


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For anyone who wants to work on a fix for the extra race issue (Dagoth Gares etc.):

 

Nearly all of these creature skeletons (with the exception of Ascended Sleepers) are NPC compatible.

To make an NPC just assign the skeleton.nif file as the skeleton of an NPC. Then make a new clothing item with mesh.nif as the biped model coveing all the slots (head, hair, legs etc.) and add that to the NPC's inventory.

 

 

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If you have ever actually Encountered these in game, then you know what I mean. The animations and effects of these were all needing attention.
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errr ... right :p

Anyways you still find any issues I'll be happy to revise them further.

Otherwise Undead are next.
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Before revisiting the undead, if I may I would suggest: * Dreug & Dwarven Spectre still have no Havoc at all; when they die they freeze in place * Karoguti Really needs it's animations fixed; this is the most funky creature in the game * Cliffracers still have a few movement problems, but nothing as bad as Karoguti
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Alright ... I'll do those next.

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Kagouti's are freakin' psycho!

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The sleepers are apparently missing one texture file ... I'll upload it on this weekend ...

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Here is the missing texture for the sleeper ... of course the fact that no one actually tested this out is really motivating :p

https://docs.google.com/leaf?id=0Bx-LiQamBQ_IOWY5ZTM4N2YtMzQyYy00ZGRjLTliYzktMjUyNzA2ZDg0OTY2&hl=en&authkey=CLaY6sYD
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Hashmi, the missing texture link does not appear to work properly. It says the file is only 1KB, but when you click on it the screen goes completely white and no download follows. Please reupload.
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Hashmi's revisited Creatures have been merged into the Master v029. Please do not continue to use his ESP as it now will cause conflicts.
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I've updated the textures for the Sixth House to solve the distortion and crash problem in the Construction Set (as reported here: http://morroblivion.com/strange-artifacts-and-crashes) ...


Can someone please test this ingame to verify that the problem has been fixed (and that no new problem has arisen).

 

https://docs.google.com/open?id=0Bx-LiQamBQ_IZDllOGYxYzEtZGE3Yi00MjEwLTkxODEtNzhmZDczYjg2ZDlj

 

 

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Not sure how to test ingame, since I had no problem with ash creatures before the patch. But I can confirm that after the texture patch all the cells reported as problematic are loading without issues in the CS. I've coc'ed into a few of them ingame and cleared them out. No problem whatsoever.

On an unrelated note, I've a problem using ash vampires as NPCs. Whenever I assign the skeleton.nif of ash vampire to NPC, I get insta-CTD both ingame and in CS (ash ghouls are working fine). Can anyone reproduce and confirm the issue?

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Thanks for testing :)

Yes the problem was with the CS ... in the game they works fine unless you have texture size set to "small".

Ash Vampires skeletons are slightly different from Ash Ghols.

For one they have eyes (mesh) merged with the skeleton ... though that shouldn't be a problem since Dremora use a similar technique and they work fine as NPCs.

The other difference is that these eyes have morph animations, again embedded within the skeleton ... this could be the problem since I haven't ever NPC-fied a creature with morphs in the skeleton.

So you should try to remove the morphs from the skeleton (in Nifscope remove the NiGeoMorphController node). If it works I can make a modification where the morphs are seperate.

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