First off, I'd like to thank a gargantuan number of people for their support in helping me with this seven-month endeavor. Most of all, though, it'd be E-12/Hedgehog-12/Urchin-12, a Russian Morrowind modder (and a total genius) responsible for the wonderful models in the Morrowind - The Symphony. Without his assistance (and of course permission) I'd never have gotten far with this project. This mod contains uipdated versions of almost every non-DLC creature, most of which have varieties and/or unique types.
The caveat...this mod is not resource-friendly. Many of the models are extremely high-poly, and while I've tried to reduce them where I can, it's still far more than preferable. Also, the texture section is...a total mess. There's duplicates of some textures, sometimes more than two of the same texture. If someone wants to re-organize that, be my guest. :D I'll get around to it eventually...maybe.
This mod is still in "beta". There are a shitload of manually converted animations, some of which are completely hand-made and the conversion between the two games isn't seamless. If you have any issues with the animations that aren't minor clipping things, please report them! The same with any glaring issues with overly metallic skin textures, which are a nuisance I've been trying to stamp out.
Make sure this is at the bottom of your loading list of mods that affect Morrowind's Leveled List, because I made use of it to dynamically distribute the creatures and their sub-species. You can add it to your bashed patch's leveled list compilation under Relevel and Delevel.
I'll add screenshots soon...
OK apparently there's something -- I think a Daedra -- causing a CTD, based on my play-testing. Seems to happen leaving Wolverine Hall. Working on it. -.-
This is amazing! I especially love the old-school guar and real pack guar!
I'm just sad I wasn't able to figure out how to make them ride-able. It isn't impossible, since I know people have make rideable clannfear and stuff, just...beyond me. 8U
Puddles wrote:
Here is a tutorial: http://cs.elderscrolls.com/index.php?title=Making_Ridable_Cr...
Most of it can be done with good hex editor: Replace all Bip01 with Bip02... once that's done, just need to add the mount points and you have a preliminary mount model and animation.
Those war guar models are just so awesome... I can't believe that I never got around to installing this in Morrowind.
Yeah, E-12 is an awesome model-maker. Also of note, since they don't exist in vanilla Morroblivion: Verminous Fabricants exist again with new models.
Eventually I'll work on making the Guar ride-able again, it just confused the heck out of me following those instructions and I was more interested in finishing the conversion of the models.
One of the new Dwemer shields that Dwemer Automatons can spawn with seems to crash the game when sheathed...will try to fix that soon. >.>
FYI, I downloaded a hex editor and am replacing the Bip01 with Bip02 for the guar models... it will take me a couple hours since my hex editor doesn't have a "replace all".
Yeah, I have an alt folder that contains everything renamed to Bip02, it just royally screwed up all the animations, somehow.
If you are talking about animations when mounted, you need to use the kfmerge.exe from that tutorial page to fix that:
I'll upload the working models/animations/esp changes in a bit. Updated models/animations are uploaded. ESP has the needed additions to the CS. The only thing you need to do is change a guar from creature to horse, or create new guar specifically as a horse. I'll try to upload a patch to my Guar-mounts mod to use these patched models later.Also: The skeleton.nif's mount point (191 NiNode - XForm) is roughly translated for use with the warguar with saddle... I guess each guar model will need a custom skeleton with the mount point re-calibrated as needed. FYI, Nifskope seems to do stupid stuff to the NIF file on saving, which causes Oblivion to Crash with a address or instruction violation error. I've been able to work around this by moving all nodes in the XForm-ActorParent branch down to the bottom of the Block List with "Ctrl-Down Arrow" prior to saving the NIF.
Awesome! :D
Version 1.1 of Morroblivion Guar Mounts and Pack Guars is now posted. This version has an optional add-on ESP to support the updated Symphony of Creatures guar mount models/animations. Here is Sjorvar's 2017 Symphony of Creatures Riding Guar lineup:
(from left to right: Master's Riding Guar, Expert's Riding Guar, Beginner's Riding Guar)
ps - also, it turns out that the mount point in the patched skeleton.nif works great for guar models without saddles. You could probably make a slight adjustment to the mount point for the Guar and War Guar with saddles to decrease clipping, but I think it's not bad.
I've updated the main post to include the link to the v1.1 revision of meshes: I fixed the collision on a few things (I hope), I fixed the "stuck in the ground) bug with the Symphony Dwemer Spiders, I fixed the weird stretching issue with the Dwemer Automaton, and the weird looping bug with the rats' animations.
https://mega.nz/#!hpEzwaYK!AMHXXi2iN6doX-B3_sEshnY3-m4U_Dse4...
Reposting the link to the meshes v1.1 here, too.
Here's a new skeleton.nif for the guar mounts. It fixes the collision box and entry point to avoid clipping issues in the head and fixes issues with NPCs not being able to mount guar. NOTE: this skeleton.nif file REQUIRES the patched guar mount models.
The skeleton is a bit buggy due to some tweaking I had to do to get the Havok collision to function without eldritch stretching. I'm still having that issue with the Slaughterfish...
Almost a year later: AN UPDATE! :D ...soon. I've given certain creatures that were missing ragdoll/death collision working havok. This mostly applies to Dwemer creatures. Hopefully sometime next month I'll make a semi-definitive release...until I get with Mr.Urchin and we use ponyrider0's ESP Converter to convert the whole Symphony mod to Morroblivion!
Updated the Core plugin for Morroblivion v066!
I have noticed some extremely strong reflections when using the mod, the reason was that many normals had completely white alpha channels (possibly the result of conversion). I remade the normals. There are two versions:
Install after the original textures.