Silgrad Tower from the Ashes

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@ Deeza - Yes, a retexture was what I had in mind.

@ Koniption - Yes, I'd forgotten about that actually. It would fit in perfectly. But no, I haven't done any sounds for it yet. It'll need to go on my 'to do' list.
I will probably do the creatures list in the esm/bsa update after the next one but, just so that I have something to go by in future, would I need to add these models to the 'creatures' thread of the CS and are there any specifications that I need to set in order to get them up and running correctly?

I believe that ST still haven't got their own creatures fully sorted yet but, from what I remember, that was quite a wise decision seeing as they hadn't managed to get the 'levelled creatures' sorted out. Obviously, I haven't a clue what I'm talking about here ( =) ) but I do know (or at least get the impression) that you often have to tweak the settings on the creatures in order for them to match up to the PC's level and provide an appropriate challenge.

I'm guessing that this is a fairly big challenge considering the fact that the ST guys haven't quite got it sorted yet. For my landscape claims for them, I just put in standard vanilla models that will be replaced later.
I just had a quick look in the creatures section of the CS and noticed the various factors I would have to select in order to get the creatures set up properly. The mud slaughterfish is already in there but, for the time being at least, the others have been added in the Static section (which will make them pretty static/dead, obviously).

I experimented with the Durzog and noticed that the model had no anims and most of the settings were set to a default 50. I'm aware that the Durzog works off the dog model but have no idea how to pitch the different settings. I will ask mr_siika about this at some point but, in the meantime, does anyone here know more than me about this?

As mentioned earlier, the reason I'm holding off from adding the creatures is because I'm aware that ST work off vanilla levelled creatures that they plan to replace later. I got the impression that this was good sense in terms of the management of the thing as there is probably something complicated that needs doing here that's best off relatively untouched for now.

I will need to get this sorted for the update after the next one....or possibly this one if there is a quick and easy solution.
Quote:Originally posted by Ibsen's Ghost
I just had a quick look in the creatures section of the CS and noticed the various factors I would have to select in order to get the creatures set up properly. The mud slaughterfish is already in there but, for the time being at least, the others have been added in the Static section (which will make them pretty static/dead, obviously).

I experimented with the Durzog and noticed that the model had no anims and most of the settings were set to a default 50. I'm aware that the Durzog works off the dog model but have no idea how to pitch the different settings. I will ask mr_siika about this at some point but, in the meantime, does anyone here know more than me about this?

As mentioned earlier, the reason I'm holding off from adding the creatures is because I'm aware that ST work off vanilla levelled creatures that they plan to replace later. I got the impression that this was good sense in terms of the management of the thing as there is probably something complicated that needs doing here that's best off relatively untouched for now.

I will need to get this sorted for the update after the next one....or possibly this one if there is a quick and easy solution.

Put the durzog creature mesh (the "durzog.nif" or equivalent) into the same folder as the dog mesh, skeleton, and animations. The durzog, from what I read, uses the dog creature's skeleton and animations, so you don't need separate skeleton/animations for the durzog. It basically "borrows" those from the dog.

Then in CS, make a new creature entry called "Durzog" or something like that, and then enter the dog's skeleton.nif in the main drop-down menu to the left in the Durzog's creature pop-up window. Then go to the "Models" tab in its creature pop-up window and checkbox the durzog's creature mesh, without checking any of the dog or wolf meshes listed (else you'll have dog or wolf parts overlapping the durzog mesh - that will look real weird). Then, in lower right area near creature render window, check the "Preview" box so you can see the durzog and how it looks. You can also play the animations and see how the durzog looks as it plays them.

As for the rest of the creature options, I can try to help you with them (but I don't know everything), but a lot of the stats and stuff of the creature are often up to one's preference, to a degree. I mean, you don't want the creature to be too hard or too easy to fight and all, depending on its intended use, but you do have some control over how you want the creature to be. A good thing to do, is open up an existing creature with similar hardness/abillities as you want the durzog to be, and then copy it's stats/etc to the durzog manually.

Koniption
My creatures are
1. the GIANT white spider
2. Malaria mosqito
3. Green tree python
4. forest viper
5. Centipede
6.smth like wild Argonians...
Those ideas sound good, especially the snakes. Do you have meshes, or are they still concepts at this stage?

By the way we already have a working Centipede creature, but the more the merrier!
It wil be very difficult to make snake animations and skeletons.. I've read a book of Australian wildlife( a wonderful country) The green python is not venonomus, but it can eat a man in one gulp o_O. Vipers can carry poisonous diseases...

The centipedes are the creepiest insects for me! I hate them in the real world!!!

I can make some sketches about all these...
If you can make textures, the white spider could be a retexture of the one from the lore creatures pack.
On the subject of creatures, I'd like to hear any ideas about what sort of parasites can be living inside the rootworms......when I get a little more time I'll take a look at the Elytra in NifSkope and see what I can come up with. But does anyone have any specific ideas? Personally, I'd like to have some kind of blind, maggot-like creature with white eyes.
Quote:Originally posted by Ibsen's Ghost
On the subject of creatures, I'd like to hear any ideas about what sort of parasites can be living inside the rootworms......when I get a little more time I'll take a look at the Elytra in NifSkope and see what I can come up with. But does anyone have any specific ideas? Personally, I'd like to have some kind of blind, maggot-like creature with white eyes.

Look up the words "carrion" and "parasite" on google.

I think parasitic worms; leech-like creatures with toothed, circular sucking mouths; carrion beetles; flies and maggots; centipedes; ants; other certain insectoid types would fit the bill.

There could be bubbling pools of putrescence inside the rootworm's belly, as well as dripping putrescence. Certain fog/smoke particular effects could give impression of noxious gases from decay (green tinge to fog, etc).

Koniption
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