Alright so I will try my best to push out Citadel Dagoth Ur tomorrow.
From then onwards I am beginning work on redoing the creatures ... might even convince eloth to join again ... if he is free :p
ETA for Creatures Revisited is about a month from now.
Here is the list of things that I will be working on:
- Animations in General This still needs more testing but I believe that the creatures in morroblivion act a bit too ... hyper. I think that the animations need to be slowed down a bit so they look smoother and organic etc.
- Idle Animations In the creatures that I did and also in the tutorial I suggested that one could use any of the supplied morrowind idles as Oblivion idles ... I was wrong. The base idle animation should be one that shows extremely little to no motion whatsoever ... otherwise you get strange and undesireable behaviours such as Ash Zombies who look behind their shoulders before landing every punch ... and kwama workers who keep noding their heads. The remaining morrowind Idle anims should be added as special idles.
- Animation Errors: A lot of the creature animations spawn errors like "Forward has been exported with "Animate in Place" from max" ... or "Animation note problem" etc. Its unclear as to what extend these errors effect the actual game ... but anyways these will all be fixed to rule out any stability issues. Animation note prolems specially are something that probably must be fixed ... I can see several reasons why the game would want to crash on these.
- Vanishing Creatures Some creatures in Morrowind were supposed to vanish on death ... partially or wholly ... these include the bonelord, ascended sleeper, ancient ghost and Dwarven Spectre. Currently the Ascended Sleepers and bonelords do not vanish at all, and Dwarven Spectres are handled by scripts and are unlootable ... the ancient ghost hasn't been convrted. I've recently figured out how to make things disappear from within the nif {like the heart of Lorkhan ... see my citadel dagoth Video) ... and will be applying that to these creatures.
- Replaced Creatures This one is probably the oldest request I have, one from Daemonnn. Currently Dremora, Clanfears, daedroths, Scamps, Atroanchs and the ancient ghost are replaced by Oblivion Equivalents. Whereas I feel that Clanfears and Fire atroanchs are too close to the morrowind art style to be restored ... I will be restoring the morrowind style Daedroth, Ancient Ghost, Frost Atroanch and Storm Atroanch.
- Meshes Morrowind Meshes are blocky and low poly ... some of them are designed cleverly enough to hide that fact ... but some are not. I will be smoothing out the meshes for a majority of the creatures.
- Textures I originally used the 512x512 version of Darknut's creatures for my creatures ... these will get replaced by 1024x1024 versions ... and in some instances I will now favour Connary over Darknut {only when he remains close enough to the originals to be nearly indistinguishable}
- Havok There is a problem with a handful of the creatures ... where even though they have Havok and are lootable ... they still reset to standing pose when cells are unloaded. I've found that working up skeletons from vanilla meshes rather than copying Havok from 3dsmax usually solves this issue. This should also take a closer look into some speculation that dead creatures cause CTDs.

Thank You Hashmi