[REQ] Wisp Stalk type Mushrooms found in Oblivion

Post » Thu May 24, 2012 12:20 pm

Looking for a modder to make a Wisp Stalk style mushroom cluster for Skyrim. The idea is that they glow in the dark, providing a source of lighting in dark caves, tombs, but growing out of the ground, not on walls like existing Glowing Mushrooms clusters.

Ideally, they should be harvestable, with an ingredient too.

They could even use the blackreach giant mushrooms, just scaled down, optimised, and no animations.
Key thing is skinny, tall, so they are a bit higher then the ferns found in game.

Massive thanks in advance if anyone can do this!
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Thu May 24, 2012 8:36 am

They could even use the blackreach giant mushrooms, just scaled down, optimised, and no animations.
Key thing is skinny, tall, so they are a bit higher then the ferns found in game.
This last part shouldn't be too hard for anyone to do, except for the optimizing. Just select a non-animated Blackreach mushroom model as a replacement for a flora object. And scale it down when you place it somewhere.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Thu May 24, 2012 5:23 am

Anyone, pretty please? With a cherry on top? :D
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu May 24, 2012 9:35 pm

I've made a Wisp Stalk mesh here:

http://s66.photobucket.com/albums/h271/Phittte/Wisps.jpg

I think compared to Oblivion their glow is a bit too bright. I'll reduce it a bit, make a few cluster variations and an ingredient and post a link here either today or tomorrow.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Thu May 24, 2012 5:37 pm

:thanks: :bowdown:

Looks perfect to me as is :D Decided to work on my own lighting mod (ever so slowly), and want these mushrooms to be a light source for all those underground plants that have been dumped in all the Skyrim caves. The existing mushrooms are not fantasy enough for me, and these mushrooms tie the "normal" world more to bleakreach giant mushrooms.
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Thu May 24, 2012 7:37 pm

This last part shouldn't be too hard for anyone to do, except for the optimizing. Just select a non-animated Blackreach mushroom model as a replacement for a flora object. And scale it down when you place it somewhere.
:thumbsup:
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Thu May 24, 2012 11:53 am

How goes it Phitt?
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Thu May 24, 2012 3:48 pm

How goes it Phitt?

Wanted to finalize my alchemy overhaul today, but I've got one Wisp Stalk cluster complete with switch node (when you harvest them they look different than before) and ingredient here:

http://www.mediafire.com/?n2s2z1g2234w24h

I hope I have some time tomorrow to make 2 variation clusters. And maybe I'll optimize them a bit, I overestimated their size and they turned out to be quite high poly for such a small model - I guess half as many polys or even less would be sufficient.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Thu May 24, 2012 9:30 pm

That's alright, just wondered how things were going. :D

No rush! Honest!
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm


Return to V - Skyrim