[WIP] Beasts of Skyrim (Creature mod)

Post » Sun May 27, 2012 10:23 pm

Hmm, I always though werewolves spawned randomly at night in the wilderness. A dungeon filled with were wolves would be a nice break from bandits and draugr though.
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Liv Brown
 
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Post » Sun May 27, 2012 7:01 pm

Hmm, I always though werewolves spawned randomly at night in the wilderness.

Same here. I thought Bethesda did something like they've done in Bloodmoon. Made them extremely rare in the wilderness.

I would love to see Wild Werewolves to worry about and fight in Skyrim, and high level ones like Bloodmoon Ones.
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Andrea P
 
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Post » Sun May 27, 2012 10:31 am

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

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 vanilla fur amor retextured to look like a werewolf hide could fit, IMO. Also, the sabre cat mod I linked to earlier modified to have a werewolf head instead of the sabre cat, could be a good armor for the leaders. Just my two cents, though :)
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Josh Dagreat
 
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Post » Sun May 27, 2012 11:39 am

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.
Personally I've only so far encounted Dremora in Azura's Star, where they killed me numerous times :biggrin: Wasn't aware they use cruddy old iron weapons. I'll add it to my To Do list. I doubt I'll make Dremora ranks as per Oblivion (and then replicated in Morrowind) since Dremora presence would be minor after Oblivion, but they should be using Dremora weapons and armour based on Daedric meshes, just with lower AR, heavier and lower value.
As to the Daedra, I was going to put in Monarchs, just stronger versions of the Atronaches. Hopefully at a later date the community gains new meshes for them.
Golden saints should be among the easiest to implement, if we can get permission from Westly to use his MW Golden Saints armour that is based on Oblivions meshes, and converted to Skyrim.
As to the others, all depends on what Beth may release as DLC, or what the community can make.

I didn't want to go to very high ranks with Skeletons, as really the Draugr are the "Kings" of the tombs in Skyrim.

Hmm, I always though werewolves spawned randomly at night in the wilderness. A dungeon filled with were wolves would be a nice break from bandits and draugr though.
Unfortunately not. Not sure about dungeons, as it would end up with randomly mixtures of original actors and the werewolves. Could make for some interesting fights to walk into, but would break quests.

Same here. I thought Bethesda did something like they've done in Bloodmoon. Made them extremely rare in the wilderness.

I would love to see Wild Werewolves to worry about and fight in Skyrim, and high level ones like Bloodmoon Ones.
There will now be a slim chance of finding them round and about the wilds.

The vanilla fur amor retextured to look like a werewolf hide could fit, IMO. Also, the sabre cat mod I linked to earlier modified to have a werewolf head instead of the sabre cat, could be a good armor for the leaders. Just my two cents, though :smile:
Yep. I might tackle them as my first rexture, learn how things work, latest tools, etc, etc. Should be within my skill base to adjust the textures :tongue:
Might just for now make placeholder entries for werewolf hide armour and release, then work on new textures/models.
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Peter lopez
 
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Post » Sun May 27, 2012 3:28 pm

Phantoms are working a little bit better, though still not perfect. Likewise, the magic version ghosts don't aways want to attack me with magic.


I was also going to add Silver Hands into the random enemies list, but the way they are set up, it's not possible. All in all, it's going well :P
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lacy lake
 
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Post » Sun May 27, 2012 3:43 pm

Just found out that PlaceAtMe doesn't work properly with levelled actors. Their stats don't get levelled.

Encountered a magic class ghost, and that was quite a battle, as it was using a good mixture of defensive and aggressive spells.
Phantoms are slowly getting fixed, just scratching my head as to why they don't attack the player unless attacked. As far as I can tell, their behaviour and factions are setup correctly :S
Fixed the phantoms over glowing hoods, but ended up with a floating mouth and eyes. Kinda looks OK, might be an effect option without the ghost shader.
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SiLa
 
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Post » Sun May 27, 2012 12:16 pm

Btw Piratelord, I never said anything about adding Skeletons into the Draugr's Spawn-List. Skeletons have their own spawn list; I've notice spots that only spawns Skeletons. I was thinking to update those skeletons so you don't go into a dungeon fill with level 1 skeletons at level 81.
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Reanan-Marie Olsen
 
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Post » Sun May 27, 2012 7:48 pm

While fixing shields for skeletons (only one type of shield was set to be usable by the skeleton race) by adjusting the ArmourAddon settings, I took it one step further, and tested what would happen with normal armour.

Results are that the skeleton creature can wear armour, kinda. Unfortunately the model doesn't have all the animation bones like normal races, so CK throws up errors, and has crashed on me twice while previewing the results.

http://dl.dropbox.com/u/46396473/Skeleton.jpg

So, there were oppertunities for a big range of skeleton types, if the skeleton creature was designed like playable races. It might be that some talented person could adapt normal armour to skeleton compatable gear. Helms seem to be fine, curaiss and feet report errors, and gloves/gauntlets are stretched
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Jodie Bardgett
 
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Post » Sun May 27, 2012 3:18 pm

While fixing shields for skeletons (only one type of shield was set to be usable by the skeleton race) by adjusting the ArmourAddon settings, I took it one step further, and tested what would happen with normal armour.

Results are that the skeleton creature can wear armour, kinda. Unfortunately the model doesn't have all the animation bones like normal races, so CK throws up errors, and has crashed on me twice while previewing the results.

http://dl.dropbox.com/u/46396473/Skeleton.jpg

So, there were oppertunities for a big range of skeleton types, if the skeleton creature was designed like playable races. It might be that some talented person could adapt normal armour to skeleton compatable gear. Helms seem to be fine, curaiss and feet report errors, and gloves/gauntlets are stretched

Now that is interesting. Maybe you should work on the Skeletons and try to get them to wear armor *correctly*? This would be the first time that Skeletons are actually wearing armor, unlike in the past TES games where people just made new Models to look like it but wasn't true.
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Elisabete Gaspar
 
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Post » Sun May 27, 2012 12:58 pm

Is this still still going?
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Mark Hepworth
 
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Post » Sun May 27, 2012 8:54 pm

Small break, due to illness.
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willow
 
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Post » Sun May 27, 2012 12:26 pm

Results are that the skeleton creature can wear armour, kinda. Unfortunately the model doesn't have all the animation bones like normal races, so CK throws up errors, and has crashed on me twice while previewing the results.

Instead of adjusting the armor itself, what about adjusting the skeleton's nif to more closely correspond with other races?
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LADONA
 
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Post » Sun May 27, 2012 10:25 am

That would be the best method, haven't a clue how that would be done, if at all possible at the moment. But, it proves it will be possible at some point.
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Genocidal Cry
 
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Post » Mon May 28, 2012 12:17 am

Just a small mention that I was planning on releasing an initial version at the weekend, but I've just learnt about Skyrim Monster Mod, so I'm looking into permissions for resource usage. There's a few things in there that fit my vision of Skyrim.
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Melung Chan
 
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Post » Sun May 27, 2012 2:43 pm

How are things coming along? I'm really excited for this mod as SMM adds a bit too much for me at times. And the dwemere specter mod alongside all the undead tweaks and variants have really made this a must have!
(it also helps that I'm a huge fan of your Morrowind creatures mod ^_^)
I really just hope some talented artists catch wind of this and can help with the effort.
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Katie Samuel
 
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Post » Sun May 27, 2012 2:50 pm

Yep, I was wondering this too. My latest purist version of SMM removes a load more inappropriate creatures - and wondered if we could get the two mods coexisting nicely.
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Maria Leon
 
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Post » Sun May 27, 2012 11:27 pm

Was planning on looking at it again this weekend (Diablo3 has got in the way :P).

I will be merging the Dwemer Ghost mod into this, I've got permission. Will help with conflicts and reduce the number of esps.
SMM resources will be available to the public once SMM is finished, so just a waiting game at the moment for them.

I would also like to get at some point werewolf hide armour for the Silver Hands faction, looked on nexus, nothing there that I could set (yet).

I feel that the Magic enemies (mages and necromancers) need "something". They are just so drab. A robe replacer may be in order, either as a recommended mod, or built in, especially if I give them more robes for their inventory. I'd love to see armoured robes too.
I might put a small chance of necromancer lists spawning a "Grave Digger" or "Hired Thug", to stop fights always being at range with them.


I'm also going to do some internet research into Nordic Mythology, there may be some obvious things that can be done without recycling too much existing content.

I've scrapped the idea of Phantoms based on normal races, and used the dragon priest model instead. Looks better, as there are already too many man/mer based enemies.


There was also a mod that I saw discussed that added scripts to dragons to randomise their spawning chance, and to really reduce the chance of dragons after the MQ. I may also implement the same type of thing in Beasts. Dragons are definately the new Cliffracer, and not that epic. Overall, beasts will avoid touching dragons, as there are plenty of mods for them out there.

I'm also trying to keep this mod compatable with SkyTest, which expands Creature AI, or if not possible, see if I can copy across the concept.

Finally (phew, long post), I may add more spawn points into all the dungeons. Some feel just too empty when compared to earlier games. Since spawn points are always 100% chance (hate that), I'd have to populate the list with neutral things, like rats, corpses, etc.
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Nicole M
 
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Post » Mon May 28, 2012 2:02 am

Perhaps you could just recommend ASIS to users. It allows for dynamic and 100% customizable increased spawns by type, name, etc, and even has the ability to set a max or min # of additional spawns. ASIS also has extensive combat AI tweaks built into it and the tweaks not only effect npcs it adds, but all npcs in your game! Perhaps you should also look at Real wildlife as it adds a ton of ambient creatures and some interesting AI tweaks of it's own, plus the herds of animals and babies just fits really well.
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Hazel Sian ogden
 
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