[RELz] Deadlier Creatures

Post » Mon Mar 14, 2011 6:09 pm

Formerly known as 'Deadlier Minotaurs', but now with support for almost all creatures both from vanilla and SI. Also supports MMM, OOO and Fran's now.

== Deadlier Creatures ==

This mod alters attack animations of most creatures so they can either walk/run while attacking or they can move over a longer distance or move at all in case their animations didn't allow combination with movement animations (like jumping, kicking etc). The reason for the mod is simple: by default you can run away from almost all creatures, no matter how fast they are. Even though the creatures may be directly behind you they never hit because their animations make them stop for a short while each time they attack. It is also not very hard to avoid hits from most of the creatures even if you don't run away. Some creatures, like wolves, boars or minotaurs, even have animations that are so slow that walking backwards is enough to avoid their attacks.

Now wolves for example will bite you to death if you try to flee from them. Boars will be able to hit you. You can't avoid a minotaurs hit by simply taking a step back. And so on.


= Installation =

In the 'DeadlierCreatures' folder provided in the archive you will find five folders called 'Default', 'Francesco', 'Martigen's Monster Mod', 'Oscuro's Oblivion Overhaul' and 'Shivering Isles'. Just pick the folders for the mods that you are using plus the default folder and copy the content of the folders (starting with meshes folder) to your Oblivion\Data folder. If asked to overwrite choose 'yes'.


= Compatibility =

This mod is compatible with any other mod that doesn't alter power attack animations of creatures.


= Changelog =

v1.0
- initial release

v2.0
- overhauled almost all creatures
- fixed bad looking Troll anim and broken (broken in vanilla!) Ogre anim
- added support for MMM, OOO and SI


= Credits =

Thanks to ShadeMe for the Pyffi batch file template, it worked great
Thanks to the Pyffi team for making it possible
Thanks to the Niftools team


= Permission =

You can do whatever you want with this mod, just give credit.


http://www.youtube.com/watch?v=0wK9dc_O3pM

http://www.tesnexus.com/downloads/file.php?id=31882
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Paula Ramos
 
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Post » Mon Mar 14, 2011 6:22 pm

That's great!:)
This was really needed, bugs in creatures that give them a weak spot are annoying as hell.
Hope someone takes up the OOO version.
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W E I R D
 
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Post » Mon Mar 14, 2011 8:13 pm

I'm pretty sure there are no custom skeletons in OOO. The Vanilla files should cover it.
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Kirsty Collins
 
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Post » Tue Mar 15, 2011 1:18 am

I'm pretty sure there are no custom skeletons in OOO. The Vanilla files should cover it.


The problem is that most mods use their own folders for creatures. They copy all the kf files and the skeleton over to a different folder for their new creatures. No idea why, but in Francesco it is done that way. For example instead of putting all the Frost Atronach retextures into the meshes\creatures\FrostAtronach folder Francesco copied all the kf files and the skeleton over to a new folder. So the animations won't be replaced unless you know the folder structure and place the new animations in the appropriate folders. I don't know for sure whether MMM or OOO use vanilla folders for custom creatures or their own. If they don't have their own there is no need for a patch of course, but I fear they might have their own just like Francesco's.
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Eileen Collinson
 
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Post » Tue Mar 15, 2011 2:51 am

The problem is that most mods use their own folders for creatures. They copy all the kf files and the skeleton over to a different folder for their new creatures. No idea why, but in Francesco it is done that way. For example instead of putting all the Frost Atronach retextures into the meshes\creatures\FrostAtronach folder Francesco copied all the kf files and the skeleton over to a new folder. So the animations won't be replaced unless you know the folder structure and place the new animations in the appropriate folders. I don't know for sure whether MMM or OOO use vanilla folders for custom creatures or their own. If they don't have their own there is no need for a patch of course, but I fear they might have their own just like Francesco's.
I think the latest versions of MMM and OOO indeed use seperate and unique folders. But someone on the FCOM team can probably make a list of those folders and which (vanilla)creature it matches.

Also, I really like the topic description but what if I'm a coward.....? :D

-kyoma
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Adrian Powers
 
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Post » Tue Mar 15, 2011 2:24 am

Nope, checked about a dozen random things in TES4Edit before I posted, none of the paths were to custom folders. I was kind of curious why Fran's did that, actually. Necessary for spiders obviously, but the rest baffle me. :)

Edit: I'm on OOO 1.34b5, not the latest development version. Could have changed, though again, I wonder why?
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stephanie eastwood
 
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Post » Tue Mar 15, 2011 9:51 am

excellent! much needed change. thank you! DLing now...
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Nicole Mark
 
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Post » Tue Mar 15, 2011 10:07 am

awesome Phitt! thanx very much, this will make fighting those creatures a whole different experience :)
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Janeth Valenzuela Castelo
 
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Post » Mon Mar 14, 2011 8:25 pm

Looks great, wolves were way too unrealistic in the original game.
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Anna Krzyzanowska
 
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Post » Tue Mar 15, 2011 3:39 am

Now this is awesome! It's kinda like having brand new creatures, without having new creatures! Does that make sense? :P
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Chantelle Walker
 
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Post » Tue Mar 15, 2011 8:23 am

I'm pretty sure downloading this is a veeery bad idea for me, since my playing style has somehow centered around these little exploits after all these years :D But it sounds too good not to try it, and the minotaur's movements in the video from the last thread looked much more natural in comparison to vanilla.

Thanks for making this!

(Ooooh, I just realized that my summons will actually benefit from this. Nice!)
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Jessica Colville
 
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Post » Mon Mar 14, 2011 7:30 pm

I think the latest versions of MMM and OOO indeed use seperate and unique folders. But someone on the FCOM team can probably make a list of those folders and which (vanilla)creature it matches.

Also, I really like the topic description but what if I'm a coward.....? :D

-kyoma


I should have written 'slow cowards will die'. I hope you're fast, a slow coward is dead meat.

Nope, checked about a dozen random things in TES4Edit before I posted, none of the paths were to custom folders. I was kind of curious why Fran's did that, actually. Necessary for spiders obviously, but the rest baffle me. :)

Edit: I'm on OOO 1.34b5, not the latest development version. Could have changed, though again, I wonder why?


Hope they will keep using the vanilla folders. There is really no reason not to use the vanilla folders. The spiders could use vanilla folders as well, at least the ones from Fran. They're just Spider Daedra with the upper body part not being used for the model, the animations and skeleton are the same. One problem with Fran's separate folders is also that he didn't set up idle animations in the idle animation manager for his new folders. That is why Fran custom creatures don't have a get up animation so when they're knocked out they will suddenly be back on their feet when they become conscious again.

I'm pretty sure downloading this is a veeery bad idea for me, since my playing style has somehow centered around these little exploits after all these years :D But it sounds too good not to try it, and the minotaur's movements in the video from the last thread looked much more natural in comparison to vanilla.

Thanks for making this!

(Ooooh, I just realized that my summons will actually benefit from this. Nice!)


Fighting the 'new' creatures is certainly different. You should try to stay as close as possible to creatures that are faster than you, otherwise they will start to run. And the only way to avoid an attack by a fast running creature is dodging (acrobatics 50 perk) or blocking. Stepping back or even running away doesn't work anymore (unless you're faster than the creature of course). Back stepping still works if you stay close though since then they will often perform their default attacks or only walk while attacking.
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kristy dunn
 
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Post » Tue Mar 15, 2011 8:14 am


Hope they will keep using the vanilla folders. There is really no reason not to use the vanilla folders. The spiders could use vanilla folders as well, at least the ones from Fran. They're just Spider Daedra with the upper body part not being used for the model, the animations and skeleton are the same. One problem with Fran's separate folders is also that he didn't set up idle animations in the idle animation manager for his new folders. That is why Fran custom creatures don't have a get up animation so when they're knocked out they will suddenly be back on their feet when they become conscious again.


There was some discussion in the BOSS thread about using the vanilla folders:
http://www.gamesas.com/index.php?/topic/1088796-boss-better-oblivion-sorting-software/page__st__160
With the main point being:
JdeRau, on 05 May 2010 - 07:50 PM, said:
One problem I think I have read about concerning BSAs is that two BSAs can't have a file in exactly the same place (ie if BSA 1 has textures/weapon/silversword.dds stored in it, BSA 2 can't also have a textures/weapon/silversword.dds file in it). Bugs and/or crashes will occur if two BSAs contain the same file.In fact, I think I remember the MMM topic mentioning that their BSA had to have files moved around so that there was no conflict with the OOO BSA. This could also explain why mods that directly replace vanilla/mod resource files are never stored in BSAs.
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Jeremy Kenney
 
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Post » Mon Mar 14, 2011 10:09 pm

There was some discussion in the BOSS thread about using the vanilla folders:
http://www.gamesas.com/index.php?/topic/1088796-boss-better-oblivion-sorting-software/page__st__160
With the main point being:
JdeRau, on 05 May 2010 - 07:50 PM, said:
One problem I think I have read about concerning BSAs is that two BSAs can't have a file in exactly the same place (ie if BSA 1 has textures/weapon/silversword.dds stored in it, BSA 2 can't also have a textures/weapon/silversword.dds file in it). Bugs and/or crashes will occur if two BSAs contain the same file.In fact, I think I remember the MMM topic mentioning that their BSA had to have files moved around so that there was no conflict with the OOO BSA. This could also explain why mods that directly replace vanilla/mod resource files are never stored in BSAs.

wouldn't be a problem -- it is only a problem with individual files not folders (so meshes/creatures/dog/head.nif would conflict with meshes/creatures/dog/head.nif but not .../head2.nif)
and hey Phitt do I see credits to shadeMe for the batch file but not to the heavy lifting machine? hint hint... want to add PyFFI to those credits :P...
nice to see those spells being used (I have a special interest in whether they are working and getting used since the animation spells in PyFFI I created (ofc then amorilia edited them to be better... getting less post commit edits for simple stuff like that though... and those edits usually end with me learning so I'm always happy))...
Oh also I have MMM/OOO/FCOM installed (oh and around 500 mods downloaded but not installed)... so if you send me that batch script (or tell me what changes in general to make) I'd be happy to do so and send the changeed anims to you for inclusion as compatibility patches or whatever.
Pacific Morrowind
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xxLindsAffec
 
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Post » Tue Mar 15, 2011 8:28 am

There was some discussion in the BOSS thread about using the vanilla folders:
http://www.gamesas.com/index.php?/topic/1088796-boss-better-oblivion-sorting-software/page__st__160
With the main point being:
JdeRau, on 05 May 2010 - 07:50 PM, said:
One problem I think I have read about concerning BSAs is that two BSAs can't have a file in exactly the same place (ie if BSA 1 has textures/weapon/silversword.dds stored in it, BSA 2 can't also have a textures/weapon/silversword.dds file in it). Bugs and/or crashes will occur if two BSAs contain the same file.In fact, I think I remember the MMM topic mentioning that their BSA had to have files moved around so that there was no conflict with the OOO BSA. This could also explain why mods that directly replace vanilla/mod resource files are never stored in BSAs.


Would probably not be more work if they just renamed the meshes and textures. Like MMMDireWolf.nif and MMMDireWolf.dds. If they move around stuff they'd need to set up all the idle animations for the creatures. With 'texture replacer' (the utility by JOG) it would also be easy to change the texture paths in the nifs automatically. At least for creatures it would be nice to have.

wouldn't be a problem -- it is only a problem with individual files not folders (so meshes/creatures/dog/head.nif would conflict with meshes/creatures/dog/head.nif but not .../head2.nif)
and hey Phitt do I see credits to shadeMe for the batch file but not to the heavy lifting machine? hint hint... want to add PyFFI to those credits :P...
nice to see those spells being used (I have a special interest in whether they are working and getting used since the animation spells in PyFFI I created (ofc then amorilia edited them to be better... getting less post commit edits for simple stuff like that though... and those edits usually end with me learning so I'm always happy))...
Oh also I have MMM/OOO/FCOM installed (oh and around 500 mods downloaded but not installed)... so if you send me that batch script (or tell me what changes in general to make) I'd be happy to do so and send the changeed anims to you for inclusion as compatibility patches or whatever.
Pacific Morrowind


Sorry, I never mention programs in my credits. Everyone knows how impossible modding without Nifskope, exporters, OBSE etc and in this case Pyffi would be. I probably should mention those utilities though, will add Pyffi to the credits.

You don't need to change animations, you only need to put the altered animations into the correct folders. If for example the Frost Giant from LCE implemented into MMM is in meshes\MMM\creatures\FrostGiant in the MMM bsa then you'd need to place the animations from the Ogre folder (since the Frost Giant uses the Ogre skeleton/animations) into that folder so the loose files overwrite the animations from the bsa in game. That way the Frost Giant will use the updated animations. You can see how I did it for Francesco's, the same way it needs to be done for OOO/MMM if they change the folder structure now.
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zoe
 
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Post » Tue Mar 15, 2011 7:26 am

Phitt thank you very much for this, downloaded. :D
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Music Show
 
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Post » Tue Mar 15, 2011 4:56 am

This mod played with TIE = owned by 2 charges from black boars :flamed:

I wonder with an ogre or minotaur... lol

Nice work ! :goodjob:
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JESSE
 
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Post » Tue Mar 15, 2011 2:32 am

Not too sure how much my character will like it, but downloaded, and thankyou from me, if not from my soon-to-be-suffering character.

I'm kinda curious whether the cast on touch stuff might also benefit from this kind of work. I know I've got pretty good at dodging the VASE creatures' spells...

Vac
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Shiarra Curtis
 
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Post » Tue Mar 15, 2011 10:07 am

This mod played with TIE = owned by 2 charges from black boars :flamed:

I wonder with an ogre or minotaur... lol

Nice work ! :goodjob:


Glad I could help you...uhm...die?

Not too sure how much my character will like it, but downloaded, and thankyou from me, if not from my soon-to-be-suffering character.

I'm kinda curious whether the cast on touch stuff might also benefit from this kind of work. I know I've got pretty good at dodging the VASE creatures' spells...

Vac


Will-o-the-Wisps aren't affected by this mod, so they won't be any harder than before. I thought that their main advantage is that they're (almost) invisible until they get close and attack. Apart from that they're pretty slow, so avoiding them is not that much of a problem even if they could move while casting on touch spells. The creatures mentioned in the readme can perform cast on touch spells while running/walking now if they have animations for it (Frost Atronach, Minotaur, Xivilai and a slightly altered animation for Land Dreugh which makes him walk forward a bit while casting a touch spell).

I wonder what's the deal with MMM/OOO now. Will the next version have a unique folder structure or not? I don't even know who is currently in charge of these two mods. CorePC? I'd like to update the readme in case the mod is compatible with MMM/OOO (and stays compatible in future versions) or get in contact with the person who sets up the new folder structure so I can make a patch.
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Rik Douglas
 
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Post » Mon Mar 14, 2011 7:56 pm


I wonder what's the deal with MMM/OOO now. Will the next version have a unique folder structure or not? I don't even know who is currently in charge of these two mods. CorePC? I'd like to update the readme in case the mod is compatible with MMM/OOO (and stays compatible in future versions) or get in contact with the person who sets up the new folder structure so I can make a patch.


Did you call..LOL..

Most creautres in MMM and OOO use the vanilla folder, so installing your after will replace all vanilla animations for most of the creatures..nearly 75% I would say..

There are a few that use unique folder's, and those that you already have animation replacer for can be copied over into those folder has well.

But of course with both MMM bsa and next OOO having a BSA has well. Will need to have a MMM and OOO version so that they overwrite those in bsa correctly..

Let me look into once again and see what needs to get done for compatilblity

Corepc
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Love iz not
 
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Post » Tue Mar 15, 2011 3:12 am

Did you call..LOL..

Most creautres in MMM and OOO use the vanilla folder, so installing your after will replace all vanilla animations for most of the creatures..nearly 75% I would say..

There are a few that use unique folder's, and those that you already have animation replacer for can be copied over into those folder has well.

But of course with both MMM bsa and next OOO having a BSA has well. Will need to have a MMM and OOO version so that they overwrite those in bsa correctly..

Let me look into once again and see what needs to get done for compatilblity

Corepc


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).
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{Richies Mommy}
 
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Post » Tue Mar 15, 2011 12:09 am

It'd be cool to see a video of a bunch of the creatures in action.
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Ashley Campos
 
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Post » Mon Mar 14, 2011 8:40 pm

It'd be cool to see a video of a bunch of the creatures in action.


Uploaded a http://www.youtube.com/watch?v=0wK9dc_O3pM showing Xivilai, minotaur and wolf.
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DarkGypsy
 
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Post » Mon Mar 14, 2011 6:20 pm

epic trailer :)
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Jennifer Munroe
 
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Post » Tue Mar 15, 2011 3:02 am

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

That trailer is truly awesome.

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