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[MERGED] Creatures Revisited - Daedra

Submitted by Hashmi1 on

Please refer to this thread for details.

This is the first of a series of releases that will constiture Creatures Revisited; and deals with Daedra, subsequent releases will address the sixth house, undead, dwemer robots and finally wildlife.

 

Download:Here

Note: If the CS still spawns error messages when loading any of the daedra please report here.

Credits: Darknut for most of the Hi-Res Textures, Conary for the Daedroth texture, Psynomiser for the Dremora.


This adds Havok to the winged Twilight and fixes animation errors (like 'animate in place' and 'animation notes') for the Ogrim and the Winged Twilight.

 

Additionally it also adds in MW versions of those Daedra that deviate (more) from the Morrowind Art Style:

 

- Frost Atroanch

- Storm Atroanch

- Dremora

- Daedroth

 

All hand-placed, levelled-list and unique (named) references to them in Morroblivion have been updated.

 

Here are screens of some old friends:

 

[External image]

 

[External image]

 

[External image]

 

[External image]

 

 

 

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Last edited by thermador on 11 Jun 2012 - 15:51.

Wohoooo! That's awesome. MW Daedroth were always cooler.

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DUDE! NICE!!!!

I'm thinking an updated texture for the Daedroth later down the road, but for right now, this is amazing! Good job man!

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I've updated the texture for the Daedroth.

 

 

 

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Released, please test and report any problems or suggestions.

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If i kill a Dremora, can i take his armor? Also, what about the golden saints?

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No You can not loot their armor, and even if you could it would look greatly distorted when worn. Shivering Isles versions are being used for Goldensaints.

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Just for the record, the creatures might not render fully in the CS preview for some people ... or might appear distorted. Thats perhaps unavoidable because of the large number of segments in MW meshes compared to oblivion. However the creatures should render completely ingame.

 

 

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Hey Hashmi, is there any plans to bring back MW Golden Saints?
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Yeah if people really want it then I could try converting the golden saints as well.

 

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To me, the golden saints from MW looked a lot better than OB's. But hey, that's just me ;)

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Well, I think this mod tries to make everything LOOK LIKE Morrowind's but with LOT MORE quality. 

You and Eloth are trying to this and doing pretty(I've seriously thought of finding a better adjective, but bored too easily) well.

I think (if you have time) should retexture and animate anything uses Oblivion textures. Or if you feel you have energy and time, you can do more afterwards. Still I think you don't need to retexture existing creatures. Guars, alits, kagoutis, nix-hounds are pretty good.

However I think an aproach to Ascended Sleeper's are neccessary. They have a missing animation or something; they cannot get up when they fall after paralyzed or knocked-down

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@robertneville777: Alright, I'll be busy for a while, but golden saints 'are' now on the to-do list ;)

 

@Darth South:  Ascended Sleepers will be dealth with in the next relase ... but you've pointed out a new thing to consider. I've personally never tested paralysis on any creature ... are there any other culprits as well?

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None other I've seen...

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Hashmi, no homo, but I freaking love you man! :D

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Cant find them anywhere.  But i found the oblivion style dremora....So they dont replace i guess? Also i used the Cs to place in game and saved. Then when i placed the Frost Atronach and it crashed. So, i checked what i had saved before. I went to the Ic market where my character was and they wernt there. No trace of them.
Edit: Creatures Revisited wasnt checked. So i checked it, but still they are not there.

Edit: Found its form id. I said in console player.placeatme 020075E9

and well said its not valid. I am 100% confident it was right id and everything is enabled.

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First of all make sure that the Creatures.esp is actually enabled and in the proper Load order (it should load after Morrowind_ob.esm and not before.)


Next you need to tell me actually where you went to look for the creatures and what your character level is (most of these are high level creatures and should spawn at above level 10 ... at Daedric Shrines etc.)


The FormID for placeatme is different from the FormID you see in the CS ... the difference being in the first two digits which should correspond with your load order. So if you load creatures revisited.esp at third then the console code will be:

player.placeatme 02xxxxx

Or if its loaded at fourth:

player.placeatme 03xxxxx

(Oblivion.esm takes 00, Morrowind_ob.esm takes 01 ... and so on)

I personally tested all creatures with PlaceatMe and they worked fine ... the above screens were all taken in-game in a testing cell with the creatures spawned with PlaceatMe.

I haven't extensively tested the spawnpoints ... but cell and leveleld-list data "has" been updated {checked in TES4Edit as well}.

 

Can someone else also please confirm if the creatures are spawning or not?

 

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I did what you told me about the ids. It worked! I spawned a few Storm Atroanachs and they worked, but they were sorta glitched in the ground and seemed to be bobbing up and down, but they could still run around normally and attack. A minute later or so my game crashed.

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I really don't undertstand why this might be happening with you ... personally I had a good 5 minute fight ( extremely low level character) with the atroanchs before I managed to kill them without a crash.

The only crash I ever got was when I spawned a Daedroth at red mountain ... but thats probably reasonable considering that the daedroth had a 2048x2048 texture and normal map ... and the region had lots of particles.

Try spawning just 1 storm atroanch ... preferably in an interior cell and then check ... if it works the crash was probabaly a resource issue. Otherwise ... I can't really tell unless more people try it out.

 

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I spawned  a dremora. He chased someone into a guard house. I followed. He killed the person in there and suddenly didnt attack. i went up to him and chatted with him and he said I HAVE NO GREETING. The guards followed me into the guard house and didnt attack the dremora who didnt attack them. :s I caught a snapshot of the i have no greeting btw

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(wohoo first forum post!!)

This mod is a very nice update to Morroblivion, very nice indeed!

I do however have some small issues with it. Well, one, to be honest.

My dremora have no heads. I checked the dremora mesh that comes with this mod and it doesn't include a head either. From this I can only surmise that it's intended to have no head, and that the head would come from the vanilla OB equivalent, with the body attached as armor. If so, I should add that I did install this mod because the dremora in my (vanilla morroblivion) game had missing meshes for some reason (specifically the ones in the necromancer lair on Vas). Everything else works fine though - so I figured this mod would be an easy workaround. 

And the headless dremora work fine in every other respect, they both attacked me and I killed them without hiccups. They just seem to have misplaced their heads somewhere.

I'm guessing maybe I just need to reinstall Morroblivion? Ugh. I'd really rather not. :[ Suggestions?  

[EDIT: I've seem to be able to fix it by simply reinstalling the mod. No idea why this happened at all, but no the dremora heads are back on. Scary.]

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Dremora heads (and hair) are not skinned, so they are part of the skeleton.nif and not the mesh.nif (Its kinda like what happens with the Oblivion storm atroanch). I am using the same method to deal with all un-skinned meshes in creatures revisited.

On a side note: this has been merged with the latest release of the main project and you don't need to use this one seperately.

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Are these files included in Morroblivion? or are these files optional? :)

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