[WIP] Beasts of Skyrim (Creature mod)

Post » Mon May 28, 2012 1:56 am

Hey there, PL. Just dropping into the Skyrim mod section to check out what's going on in the way of the newest world of modding when I see none other than one of our own prolific MW modders spreading his wonderment in the latest Elder Scrolls installment. I know this mod will be great no matter how small or big you end up making it. I might just have to pick up a copy of Skyrim for the PC sometime soon, just for the mods. Keep it up!
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cosmo valerga
 
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Post » Mon May 28, 2012 12:04 am

@thekarithian
I'm not a modeller or animator. I just piece together resources made by other talented modders. Hopefully those new creatures will make an appearance once the numerous bugs are fixed with the CK, tools, engine, etc, etc.


Update time:
There are now 4 ranks of skeletons, from level 1 to 14. Crippled Skeletons, Skeleton, Skeleton Warrior and Skeleton Champion. I've based these on my Creatures mod for MW.
Currently, they all look the same, but hopefully in the future some variation in meshes will become available.
Each has their own equipment lists (again, similar to Creatures setup) mixing iron, steel, draugr and silver/specials on Champions.
Warriors and Champions have a slim chance of enchanted weapons/shields.
Add to the Draugr levelled lists. These lists now have a 50% chance of the original Draugr, 25% of a ghost, or 25% of a skeleton
Adjusted Skeleton abilities slightly
Original "Enc" skeletons have had their health boosted by 10 points.
No other changes made to vanilla skeletons

Updated 2 more ambient prey lists to include a chance of random enemies.
Added Fox Faction to Foxes, and modified this faction to also be enemies of Chickens. This should cause some nice mayhem around farms. (Interestingly there was already a Fox Faction in game, just not used at all)


Tombs should now be slightly more varied instead of the contant draugr onslaught. I'm debating about decreasing Draugr chance in the levelled lists, so most of the draugr you encounter will be the ambush/sleeping versions, so that mostly ghosts and skeletons are walking the halls of the tombs.

There are a number of hand placed skeletons in game, in theory, these should be levelled lists, but I won't touch them, as god knows that that will break!
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Naazhe Perezz
 
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Post » Sun May 27, 2012 7:44 pm

I'm debating about decreasing Draugr chance in the levelled lists, so most of the draugr you encounter will be the ambush/sleeping versions, so that mostly ghosts and skeletons are walking the halls of the tombs.
I like this idea. The sleeping draugr always catch me by surprise for some reason, so it'd be great to make most of them like this and have the other undead walking.
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keri seymour
 
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Post » Sun May 27, 2012 11:34 pm

I don't understand your non creature changes, like magic regen change. Mod sound great but a few things feel like the don't fit the theme of the mod(the magic regen change for mobs being the biggest).
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Wanda Maximoff
 
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Post » Sun May 27, 2012 5:30 pm

Is the 'resist normal weapon' effect still in the game even? I've noticed that I can damage ghosts fine with any type of weapon. Yet the CK still has the checkbox.
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Nancy RIP
 
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Post » Sun May 27, 2012 4:04 pm

Must admit, I've never noticed, due to the vanila ghosts being very rare and hand placed.
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An Lor
 
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Post » Sun May 27, 2012 3:34 pm

Added (but not yet tested) Phantoms, these are the more powerful ghosts, and major magic users. In theory they should shout at you to freeze you solid, and drain away your life as per the vampire spells. Potentially I may make them drain magic and stamina too.
In apperance they look like robed humans (with some form of FX shader on them), but with no face, hands or feet/legs.
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Janine Rose
 
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Post » Sun May 27, 2012 6:50 pm

Added (but not yet tested) Phantoms, these are the more powerful ghosts, and major magic users. In theory they should shout at you to freeze you solid, and drain away your life as per the vampire spells. Potentially I may make them drain magic and stamina too.
In apperance they look like robed humans (with some form of FX shader on them), but with no face, hands or feet/legs.
Sounds very cool! Skyrim severely lacks in the undead department, so any new addition is great! :biggrin:
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Beulah Bell
 
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Post » Sun May 27, 2012 8:04 pm

Hey do you think you could add more "enemy factions" such as the silver hand or summerset shadows? I always found it strange finding only bandits everywhere I go. Making the special factions more unique would be nice too, even if it's just giving them different equipment from bandits.
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Lyndsey Bird
 
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Post » Mon May 28, 2012 1:51 am

Hmm, there is a limited range of equipment in game, but I have noticed that silver hands do indeed use the bandit templates, just with silver weapons. Design wise, saves time, but not very creative.

I'll look into it, this intitial release will focus on undead and bandits, being really the most common enemy encounters.


Edit 2: There might be some suitable armours on nexus that will make good alternative gear, failing that, some combination of items with some retextures might work well.
http://skyrim.nexusmods.com/downloads/file.php?id=7796 armour port from Oblivion might be suitable as a Silver Armour, which to my mind would be good for the Silver Hand.
Will check with lore regarding them. I'm not adverse to adding new armour to TES games if they fit the game world. Currently not a lot on Nexus that to my mind fits in.
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Crystal Birch
 
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Post » Mon May 28, 2012 12:52 am

Well, I was going to have a number of screenshots of the new stuff, but things are not working too great :P

How do I summon an Actor from my mod. player.placeatme keeps reporting about no such ID, but I've double checked the FormID in the CK, and I'm keying in the right value :S
My "Phantom" also isn't working. I've just got a ghostly altmer walking around not using the spells I've given him and not wearing the equipment that makes him look a bit "ghostly".

Did manage one screenshot, http://dl.dropbox.com/u/46396473/BEASTS_01.jpg with the new "Reinforced Leather" armour (for lack of a better name), and a bandit mage wearing a robe.
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Ashley Campos
 
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Post » Sun May 27, 2012 11:32 am

I'm adverse to using armor clearly styled over a distinctive lore set as generic armor, but that's just me.
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Dj Matty P
 
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Post » Sun May 27, 2012 4:37 pm

Well, I was going to have a number of screenshots of the new stuff, but things are not working too great :P

How do I summon an Actor from my mod. player.placeatme keeps reporting about no such ID, but I've double checked the FormID in the CK, and I'm keying in the right value :S
My "Phantom" also isn't working. I've just got a ghostly altmer walking around not using the spells I've given him and not wearing the equipment that makes him look a bit "ghostly".

Did manage one screenshot, http://dl.dropbox.com/u/46396473/BEASTS_01.jpg with the new "Reinforced Leather" armour (for lack of a better name), and a bandit mage wearing a robe.
I'd recommend using the console command "help " to get the formid rather than getting it from the ck.
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Richard Thompson
 
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Post » Sun May 27, 2012 4:40 pm

Thanks Wiz, that worked a treat!

http://dl.dropbox.com/u/46396473/BEASTS_02.jpg, and same http://dl.dropbox.com/u/46396473/BEASTS_03.jpg with different gear to demostrate apperance variations. Just got to get my magic ghosts to actually use magic. They all want to hit me with their weapons :banghead:

Also engaged that mage bandit in the earlier screenshot, and captured this image of him trying to http://dl.dropbox.com/u/46396473/BEASTS_04.jpgup with a spell. I may need to revise the healing spell that they can use, it's the basic novice one, which is a tad weak for the higher level bandits :biggrin:


Also encountered a Skeleton Warrior, but for some reason, his shield wasn't showing up properly, there looked like a shackle floating about near his wrist :S This CK is a pain.
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cheryl wright
 
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Post » Mon May 28, 2012 12:30 am

Great looking screens!
http://dl.dropbox.com/u/46396473/BEASTS_01.jpg with the new "Reinforced Leather" armour (for lack of a better name)
That armor actually reminds me of the boiled netch leather armor from MW. I guess that name doesn't fit in Skyrim though. Maybe if it's set to be worn by Dunmer exclusively?

About the Silver Hand faction, I think that the http://skyrim.nexusmods.com/downloads/file.php?id=12583 could fit (or http://skyrim.nexusmods.com/downloads/file.php?id=12746variant). Even better, editing the mesh to have a werewolf head instead of the sabre cat's head. Unless somebody rises to the challenge, I might give it a go, when I get NifSkope to work with Skyrim.

Edit: speaking of lycanthropes, any plans on adding werewolves to the levelled lists? I find it weird that I haven't found a single one roaming the wilderness, even though guards all over Skyrim talk about them.
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Chloé
 
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Post » Sun May 27, 2012 4:14 pm

That might be an option on the armour.

Not sure what the "lore" is about werewolves in Skyrim. Should be easy enough to add them to levelled lists, just don't what it to break any quests, or the actors.
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carrie roche
 
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Post » Mon May 28, 2012 12:31 am

Actually, it's claimed http://www.uesp.net/wiki/Skyrim:Werewolf#Beast_Form_Werewolvesthat werewolves already exist in the wilds. I've yet to see one (except for the caged ones) even though I've played for almost 200 hours.

According to http://www.uesp.net/wiki/Lore:On_Lycanthropy, the werebear is actually the most common werebeast in Skyrim, while werewolves can be found in all parts of Tamriel. So I don't believe adding werewolves (and eventually werebears, if Bethesda adds them to the game later) to the levelled lists would conflict with the lore.
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C.L.U.T.C.H
 
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Post » Sun May 27, 2012 1:54 pm

That's interesting. I reckon the werewolves do spawn, but in hand placed areas only. I haven't noticed them in levelled lists. They should be to increase variation of gameworld encounters.

Werebears too? Hmm, perhaps for the time being a placeholder bear that is tougher for the werebear. What's odd is that they are both rare and common according to the On Lycanthropy.
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Emily Shackleton
 
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Post » Sun May 27, 2012 7:04 pm

I've seen a mod introducing werebears, have a look around.
An AI point, is it possible to make some creatures (wolves for instance) more cowardly? I know when a wolf is down to a very small amount of health, they run away while it regenrates. If that could be increased to 40% or so, that would be great! (note, i found that out by bow bashing them, it's a very small window of fear)
I always used your Creatures in Morrowind, I hope you can do the same for Skyrim!
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Jessica Phoenix
 
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Post » Sun May 27, 2012 11:06 am

I think the claim that werewolves are included in levelled lists, is untrue. A quick http://www.gamefaqs.com/boards/615803-/62051236 gives me the feeling that I'm right. But, yes, I agree that roaming werewolves would make the wilds more interesting.

Yes, that book is incredibly confusing. But I don't think the author means to say that the werebears are rare, just that he didn't actually spot one in his child years. ("I would follow strange tracks in the woods until they disappeared" suggests that he did find the tracks quite common).
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lillian luna
 
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Post » Sun May 27, 2012 3:24 pm

a put a donkey in if anyone intrested, who knows he'd fit in with a "return of the dwemer mod :D

[img]http://i42.tinypic.com/14il63s.jpg[/img]
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Mrs shelly Sugarplum
 
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Post » Sun May 27, 2012 10:01 am

Confirmed, the werewolf ranks exist, and a levelled list exists, but apart from a few hand placed, they are not used. Another game idea not implemented....

Since I already have random enemies appearing rarely in various outdoor lists, I'll add the werewolves to it.


Regarding the silver hands, with what I can find online, and what their camp looks like, they should be similar to bandits in gear, but with all those severed heads lying around, they should use werewolf hides. So perhaps a retexture of existing gear that uses the werewolf texture as a base (light and heavy armour versions), and if possible, a werewolf helm for the Silver Hands leaders.
The texture set system might be suitable, will have to investigate. Silver Hand and Werewolf overhaul after I've got my ghosts working.


Jaypak, that's a good model, and quite amusing :D To really integrate Donkies into Skyrim would require a seperate mod, as they should have enclosures around/near towns/villages for them. I downloaded a mod called morevillageanimals, Donkies would be a great addtion to that mod.
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Kevin S
 
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Post » Sun May 27, 2012 9:09 pm

AV uses texture sets, Lev had to work extensively with them.. I don't remember off-hand, but I'm sure you could ask him how it integrates into the data. They weren't really used otherwise, though.
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Alyesha Neufeld
 
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Post » Sun May 27, 2012 10:34 am

Finally, Phantoms are almost appearing correctly (they are really giving me a headache!)

http://dl.dropbox.com/u/46396473/BEASTS_05.jpg / http://dl.dropbox.com/u/46396473/BEASTS_06.jpg

Hoods are bright as I believe the shader effect is clashing with the draugr glowing eyes effect, and these actors still won't use the damn spells I've given them, oh hum....
The greybeard robe looks the best on these guys, so I might end up removing the other two clothing options.

Werewolves now have a chance of appearing outside. I adjusted the werewolf entries to respawn, copied the existing levelled lists, but set them to spawn <= players level, and then added them to my random enemy encounter list that is placed among various exterior levelled lists.
The werewolves need loot, they don't have anything yet, and I'm not sure if there is a werewolf hide, as that would be a good loot item. If I do get unique werewolf based armour for the Silver Hands, these items can be improved with the werewolf hides. No point in making this armour craftable, as wiping out a Silver Hand camp would give you a few sets of gear.
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jaideep singh
 
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Post » Sun May 27, 2012 8:15 pm

Piratelord, I loved your creature mod for Morrowind and glad you are working on one in Skyrim.

Also, if there is anyone who will introduce the old Daedra from past games into Skyrim, I think that would be you; if you ask me. So I do hope you work on the Daedra the most cause they kinda do need it the most.

Also, a suggestion: Give Dremoras their Dremoric Weaponry again like in Oblivion. Would help them and make them more realistic.. (Seriously, Dremoras wielding Iron and Steel Weapons?)

I agree with the Skeletons. I miss their old system from Normal up to Champions and maybe you can add Skeleton Legends, since Legend is after Champion.
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GEo LIme
 
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