[RELz] Deadlier Creatures

Post » Tue Mar 15, 2011 7:40 am

Side note though, it looks like one of the wolf's attacks still causes it to stop? Right around 1:06 in the video.


That happens when they stop to move ('really' stop to move, not because their animations force them to stop). The animations are still complete, only the bone priorities are lower than they are in the walk/run animations (but not lower than they are in the idle animation). So if they stop moving the animation will still look like it did before. It seems their AI doesn't update their movement decision once an attack animation starts. So if they stop moving they will stop for the whole duration of the animation, if they're running they will run for the whole duration. But it happens rarely that they stop while you're running or walking away.
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Hot
 
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Post » Tue Mar 15, 2011 1:27 am

Just wanted to say that this mod is great - or at least I think so - I haven't had time to play Oblivion in a long time, but when I do, this will be part of the install :hehe:
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Rach B
 
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Post » Tue Mar 15, 2011 2:38 am

Summon CorePC spell works, nice. Maybe I'll release it as a mod.

So if I understand you right the next version of OOO/MMM will have a unique folder structure, at least in some cases to make sure the interacting bsas don't cause crashes? Would be nice to know the folder structure in that case. I might just download both mods once the bsa stuff is done, it's easier to see what needs to be done.

I'm working on altering some SI creatures as well by the way, some of them are done already. Would be nice to have vanilla, SI, OOO, MMM and Fran's support for the next release (and credits for the poor Pyffi team).


Did you summon me once again (that only works on my day's off by the way).. :shifty:

There are some unique folder once again in both OOO but not like in MMM which has MMMLC and MMMPhitt directories and a few more has well.

Most of the OOO and MMM Fixes are this , they used to share nif with same name aka hellhound.nif both OOO and MMM contain those, but, With next version we renamed them to be like OOOhellhound.nif and MMMhellhoud.nif ..So that each mod used their own nif..for bsa purpose..

most of OOO creatures and MMM creatures are in vanilla folder names, your animation replacer work for all current vanilla ones you have done.

=======

but OOO has these unqiue folder for it creatures

OOO_gargoyle (Lore Creatures)
OOO_guar (Lore Creatures)
OOO_hunger (Lore Creatures)

=======

MMM has these unqiue folder for it creatures..huge list coming up...

meshes\ MMMPTCreatures (your loreless creature)
meshes\ MMMSaidenStorm (akatosh mount)
meshes\ Malo (Hairy Spiders)
meshes\ VC (Diverse Will o Wisp)

under meshes\creatures

MMMDC
MMMLC (lore creatures)
MMMSkaven
MMM Midas

all the other creatures are in either respective named folder (dog, mountainlion, ogre, minotaur, etc)..

Only those special folder above would need animations added from existing vanillla ones or those nif would be need to be altered under MMMPTCreatures (Your Giant's in particular)..

Hairy spider which is a custom creature only has a few animation would not worry about that one..and Wisp has well...

Hopefully that helps..
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FirDaus LOVe farhana
 
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Post » Tue Mar 15, 2011 4:25 am

honestly I'd just include Phitt's work in the next version of MMM seeing as this is really more of a fix than a change :)
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WYatt REed
 
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Post » Tue Mar 15, 2011 8:24 am

Uploaded a http://www.youtube.com/watch?v=0wK9dc_O3pM showing Xivilai, minotaur and wolf.
Oh, awesome! A truly magnificent trailer!
meshes\ VC (Diverse Will o Wisp)

These ones have no melee attack animations, only cast on touch animations, which is why I asked about this earlier (they're my creatures). They do seem to stop when they use a cast on touch spell, but I can't honestly say offhand if they do that everytime.

I'd certainly prefer them to be more dangerous! I should check over these bone priorities...

Vac
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Rebecca Dosch
 
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Post » Tue Mar 15, 2011 7:47 am

I'd certainly prefer them to be more dangerous!

Oh sure....I ran into a Fahrvergnügen the other day and tried to treat it like a normal wisp. Ended up dead with no clear idea what it had killed me with.

Make them more dangerous...I won't mind :)
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Scared humanity
 
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Post » Tue Mar 15, 2011 4:09 am

Just wanted to say that this mod is great - or at least I think so - I haven't had time to play Oblivion in a long time, but when I do, this will be part of the install :hehe:


Thanks! Hope you'll like it when you play.

[...]


Thanks! I've added support for MMM now (not uploaded yet), seems like OOO doesn't need support (creatures you mentioned don't need updates). I'll finish the SI creatures, then I'll upload the complete pack.

These ones have no melee attack animations, only cast on touch animations, which is why I asked about this earlier (they're my creatures). They do seem to stop when they use a cast on touch spell, but I can't honestly say offhand if they do that everytime.

I'd certainly prefer them to be more dangerous! I should check over these bone priorities...

Vac


Just looked at the Wisp animations and they can already move while casting. If they don't move it's a problem with their AI I guess.

Oh sure....I ran into a Fahrvergnügen the other day and tried to treat it like a normal wisp. Ended up dead with no clear idea what it had killed me with.

Make them more dangerous...I won't mind :)


A what? Fahrvergnügen? Lol...what a name for a creature. I hope you don't encounter a Kindergarten, they're even more dangerous.
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Eliza Potter
 
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Post » Tue Mar 15, 2011 7:23 am

A what? Fahrvergnügen? Lol...what a name for a creature. I hope you don't encounter a Kindergarten, they're even more dangerous.


:rofl: :rofl: :rofl: - Kindergarten do not give Vacuity Idea..

you have not seen http://www.gamesas.com/index.php?/topic/1055519-relz-vase-vacuitys-spirits-and-ephemerals/ then I guess..These are much better than wisp could have even been...

you can send the package and I will verify that MMM ones are in place etc....
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Dawn Porter
 
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Post » Tue Mar 15, 2011 2:22 am

Loving this :) Instant download when I get round to playing again instead of modding :)

Must. stop. adding. features.
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Jonathan Braz
 
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Post » Mon Mar 14, 2011 11:01 pm

you have not seen http://www.gamesas.com/index.php?/topic/1055519-relz-vase-vacuitys-spirits-and-ephemerals/ then I guess..These are much better than wisp could have even been...
I guess it was a vafurlogi, then. Got the bugger on the reload, but it took a lot of running away, a fire spell and an ayleid well to do it.
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luke trodden
 
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Post » Mon Mar 14, 2011 10:54 pm

I guess it was a vafurlogi, then. Got the bugger on the reload, but it took a lot of running away, a fire spell and an ayleid well to do it.
I'm so proud. Like a father watching his child walk for the first time. One of my creatures slaughtered showler. :touched:

Vac
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Becky Cox
 
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Post » Mon Mar 14, 2011 7:14 pm

Uploaded a http://www.youtube.com/watch?v=0wK9dc_O3pM showing Xivilai, minotaur and wolf.


SO awesome.

I really want to get this mod but I fear it would make dead-is-dead+OOO impossible, and I'm not willing to give up either. Being able to run from monsters saves my life on a daily basis.. I wonder if it would be possible to adapt.. they can't (most of them) move through water. Hmmm...
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Ricky Meehan
 
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Post » Tue Mar 15, 2011 6:14 am

SO awesome.

I really want to get this mod but I fear it would make dead-is-dead+OOO impossible, and I'm not willing to give up either. Being able to run from monsters saves my life on a daily basis.. I wonder if it would be possible to adapt.. they can't (most of them) move through water. Hmmm...


If you are careful and if you have the right equipment/tactics you can still survive. Like drain speed, burden, paralyze potions/spells/scrolls if there is no other way to escape. It also makes athletics and speed much more useful skills. When I think about it they didn't have any use before other than making strolling the landscape less annoying.

Most creatures are pretty slow anyway. I had to slow down my character quite a bit in the video to make the Xivilai catch me while I was running. Minotaur and wolf would have catched me at full speed though.

New version is on its way btw, features almost all creatures from vanilla + SI (some with only subtle tweaks) and full support for MMM, OOO and Fran's. Also found two bugs with creature animations while doing this that could be implemented into UOP. Ogre's forward power attack has a wrongly timed hit tag and Hunger default attacks are useless since they're completely overridden by move animations.
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Gracie Dugdale
 
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Post » Tue Mar 15, 2011 8:29 am

Oh good. You're fixing Hungers.

My next character is gonna be a Kenny, I can see it.
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CHangohh BOyy
 
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Post » Tue Mar 15, 2011 3:33 am

Oh good. You're fixing Hungers.

My next character is gonna be a Kenny, I can see it.


Haha...but there will be no one left to scream 'They killed Kenny! You bastards!'.
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Joey Bel
 
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Post » Tue Mar 15, 2011 1:18 am

And now I have a desire to make a mod where NPCs or Companions will yell that when you die.
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Bereket Fekadu
 
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Post » Tue Mar 15, 2011 3:20 am

Oh god. You changed BEARS? They were *just* possible to keep ahead of at a flat run, and if I ran down a slight incline or stumbled for a split second on a rock it would give them the chance they needed to rip me to pieces in three shots. I may get this mod just to see how many tears will flow.
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JUDY FIGHTS
 
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Post » Tue Mar 15, 2011 2:51 am

New version is on its way btw, features almost all creatures from vanilla + SI (some with only subtle tweaks) and full support for MMM, OOO and Fran's.

Great! I must admit it will make my life harder now and that's nice. ;)
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Nina Mccormick
 
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Post » Tue Mar 15, 2011 1:25 am

New version is on its way btw, features almost all creatures from vanilla + SI (some with only subtle tweaks) and full support for MMM, OOO and Fran's. Also found two bugs with creature animations while doing this that could be implemented into UOP. Ogre's forward power attack has a wrongly timed hit tag and Hunger default attacks are useless since they're completely overridden by move animations.


Will be looking forward to it...

Still if you need for me to verify MMM and OOO are right offer still stands.

And is that SI Hunger attack that are useless or the lore creature one..Assuming SI Hunger once again...
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Toby Green
 
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Post » Tue Mar 15, 2011 8:57 am

I thought more about this mod and let me try to explain the issue I have with it.

If I'm in the wilderness and a dangerous creature charges me - dangerous enough that I'm doubtful I can beat it - I should have to make a difficult call on whether to run or fight. Basically I have to ask myself in a split second, "am I more likely to beat this creature one on one or am I more likely to get to the city/river/forester/otherplaceofsafety before he finishes me off?"

In vanilla Oblivion, the call is too easy, because fleeing was basically 100% successful other than a few mobs with a forward lunge attack (mountain lions, clannfears, goblins)

But in your mod the call is still too easy because I can't imagine fleeing being more than 2% successful against a mob who is dangerous enough that I'm afraid to fight him. Unless safety is like.. 10 feet away, I have no chance to survive if I run.

I wonder if there's a way to make creatures randomly alternate between your enhanced forward-motion attacks and their holding-position Oblivion attacks. I think the best possible state of the game is where they use the lunging attacks maybe 20%-33% of the time and normal attacks otherwise. Then I DO have a chance to get to the somewhat-nearby city gates before he finishes me, but if I kite a troll halfway across the world, I'm going to die. This would also make FIGHTING them more exciting because their movements will be more unpredictable.
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Arnold Wet
 
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Post » Tue Mar 15, 2011 10:19 am


I wonder if there's a way to make creatures randomly alternate between your enhanced forward-motion attacks and their holding-position Oblivion attacks. I think the best possible state of the game is where they use the lunging attacks maybe 20%-33% of the time and normal attacks otherwise. Then I DO have a chance to get to the somewhat-nearby city gates before he finishes me, but if I kite a troll halfway across the world, I'm going to die. This would also make FIGHTING them more exciting because their movements will be more unpredictable.


You could keep Phitt Changes

but you would have to Adjust creature combat package settings..lower % of attack itself, lower the % chance of power attacks, lower the manuver decision factor or raise has needed..

turn on advanced settings has well and adjust those factors..

Has combat packages define how they react in combat etc..and have some control over how often certain combat animatinos are used over others..aka power attacks in particular..

has trying to script it would not be a good idea I think, and more of a pain,

then fine tuning combat packages itself would be (of course fine tuning can be pain has well) but not like scripting..

My advice on that..
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Roberta Obrien
 
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Post » Mon Mar 14, 2011 10:46 pm

The video is hilarious, but am I correct to be sure that it won't make any differences if Bob encountered mudcrab instead?

By the way, what's that orange bar thing beside the health?
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Monika Fiolek
 
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Post » Tue Mar 15, 2011 9:12 am

By the way, what's that orange bar thing beside the health?

Kuertee's Customizable HUD Components is the most likely culprit here. http://www.asis.com/users/liefc/Oblivion/kCHUDC.png. ;) With just the one bar, I'd guess it's either Encumbrance or game time.
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Curveballs On Phoenix
 
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Post » Tue Mar 15, 2011 1:29 am

Will be looking forward to it...

Still if you need for me to verify MMM and OOO are right offer still stands.

And is that SI Hunger attack that are useless or the lore creature one..Assuming SI Hunger once again...


I downloaded MMM to have a look, but I would need help with the correct locations of OOO so I don't need to download that as well for just the three creatures that it adds to unique folders. Thanks for the offer!

I mean the SI Hunger, the LCE Hunger uses Scamp animations. I changed Scamp anims as well for the next version, but nothing that would be really noticeable unless you look very closely.

I thought more about this mod and let me try to explain the issue I have with it.

If I'm in the wilderness and a dangerous creature charges me - dangerous enough that I'm doubtful I can beat it - I should have to make a difficult call on whether to run or fight. Basically I have to ask myself in a split second, "am I more likely to beat this creature one on one or am I more likely to get to the city/river/forester/otherplaceofsafety before he finishes me off?"

In vanilla Oblivion, the call is too easy, because fleeing was basically 100% successful other than a few mobs with a forward lunge attack (mountain lions, clannfears, goblins)

But in your mod the call is still too easy because I can't imagine fleeing being more than 2% successful against a mob who is dangerous enough that I'm afraid to fight him. Unless safety is like.. 10 feet away, I have no chance to survive if I run.

I wonder if there's a way to make creatures randomly alternate between your enhanced forward-motion attacks and their holding-position Oblivion attacks. I think the best possible state of the game is where they use the lunging attacks maybe 20%-33% of the time and normal attacks otherwise. Then I DO have a chance to get to the somewhat-nearby city gates before he finishes me, but if I kite a troll halfway across the world, I'm going to die. This would also make FIGHTING them more exciting because their movements will be more unpredictable.


I understand what you mean from a gameplay perspective. But from a realism perspective it doesn't really make sense. For a low level character walking around in Cyrodiil's wilderness (modded by an overhaul mod at least) is like going into the Kruger National Park by foot with nothing but an air gun in your hands. If you encounter a pack of hungry lions you won't be able to run away and you won't be able to kill them with your air gun either. That's bad luck.

The good thing is that in Oblivion you can notice every enemy before they notice you if you are careful. In reality the lions would know you are there before you even see them. So there is nothing unfair about it from a gameplay point of view either imo, you can avoid enemies if you really want to. That is the point of the mod - if you are weak you need to be careful, just like it should be. You also have to keep in mind that I didn't make creatures faster than they are by default. An ogre for example is still pretty slow, you can run away from him. It is just harder to fight him since he won't stop anymore and say 'I will try to hit you now, please take a step back'.

It is also possible to use counter-measures. Like drinking an invisibility potion if you have no other way to escape. Drain speed, drain fatigue, paralyze, burden spells/scrolls/poisons to stop or slow down the enemy. Or for the player fortify athletics/speed. There are a lot of possibilities.

Changing the power attack usage by changing combat styles would work only up to a certain degree and it would be pretty annoying since there are so many different styles and every mod introduces new ones. Trolls and bears for example use a forward power attack to catch you, but minotaurs and wolves just run and use a regular attack.

The video is hilarious, but am I correct to be sure that it won't make any differences if Bob encountered mudcrab instead?

By the way, what's that orange bar thing beside the health?


Didn't change mudcrabs. Not in the current version and not in the next version. I think they're small, weak enemies. They're extremely slow so I guess it wouldn't make much of a difference if they could attack while moving.

Kuertee's Customizable HUD Components is the most likely culprit here. http://www.asis.com/users/liefc/Oblivion/kCHUDC.png. ;) With just the one bar, I'd guess it's either Encumbrance or game time.


It is the XP bar from Oblivion XP.
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Benito Martinez
 
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Post » Tue Mar 15, 2011 10:32 am

I understand what you mean from a gameplay perspective. But from a realism perspective it doesn't really make sense. For a low level character walking around in Cyrodiil's wilderness (modded by an overhaul mod at least) is like going into the Kruger National Park by foot with nothing but an air gun in your hands. If you encounter a pack of hungry lions you won't be able to run away and you won't be able to kill them with your air gun either. That's bad luck.


True. I favor gameplay over realism when the two conflict, but too bad, it's your mod :P

The good thing is that in Oblivion you can notice every enemy before they notice you if you are careful. In reality the lions would know you are there before you even see them. So there is nothing unfair about it from a gameplay point of view either imo, you can avoid enemies if you really want to. That is the point of the mod - if you are weak you need to be careful, just like it should be. You also have to keep in mind that I didn't make creatures faster than they are by default. An ogre for example is still pretty slow, you can run away from him. It is just harder to fight him since he won't stop anymore and say 'I will try to hit you now, please take a step back'.

It is also possible to use counter-measures. Like drinking an invisibility potion if you have no other way to escape. Drain speed, drain fatigue, paralyze, burden spells/scrolls/poisons to stop or slow down the enemy. Or for the player fortify athletics/speed. There are a lot of possibilities.


Yeah I'm going to sneak a lot more so I keep initiative. And maybe grab Jone's Shadow when traveling in iffy areas. Thinking about it, this will only really change my behavior in the deep forest around Chorrel. Other regions have either water nearby to hide in, or horrible mountain lions that are already more dangerous than any of the mobs you're changing.

I don't use invisibility potions in combat however. As far as I can tell, it's a 100% successful escape mechanism, and to me that's an exploit.

Oh, man. This is going to hurt.
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Dezzeh
 
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