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 Post subject: Mammoths and other beasts
PostPosted: Thu Aug 28, 2008 2:34 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
Posts: 760
I have included the mammoth texture and models in the latest master file but have not made the mammoth into a working beast yet so there is no link to it in the master file. Merely a couple of folders containing the kit. I will put the mammoth in, but this will probably neccesitate another master file merge and upload. Is this model and others needed desperately yet or can we make do for a while with what we have?

Whats everyones thoughts?


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 Post subject:
PostPosted: Thu Aug 28, 2008 7:55 pm 
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Milite

Joined: Thu Aug 21, 2008 3:19 am
Posts: 69
I'll be using the Elephant version for the Karithians, but I won't need it for a while yet.

Can I get a thread set up in the Karithian desert claims forum so I can outline everything I'm going to need?


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 Post subject:
PostPosted: Fri Aug 29, 2008 7:35 am 
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Just create a new thread in there and do whatever you need. I will give you moderator status in the Karithian forum, if that helps.


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 Post subject:
PostPosted: Sun Aug 31, 2008 9:28 pm 
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Milite

Joined: Thu Aug 21, 2008 3:19 am
Posts: 69
that would be very helpful. :D


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 Post subject: Hello
PostPosted: Wed Sep 03, 2008 3:06 pm 
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Joined: Wed Sep 03, 2008 2:48 pm
Posts: 33
Hey, i just signed up here to keep up with the latest developments.

I have a suggestion: Maybe someone could adapt mr siikas mammoth models so that a rider would be "riding" the mammoth (the rider is just an adaptation of the model and isnt a seperate piece). This would allow "mammoth rider" creature to be placed without the hassle of npc's. I think it would be more logical to do this then having npc riders constantly dismounting.

Just my two cence.


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 Post subject:
PostPosted: Wed Sep 03, 2008 3:13 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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Definately a consideration for some of the tribes. Actually I wonder if thats a way to go with some of the horse combat?


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 Post subject: Hmmm
PostPosted: Wed Sep 03, 2008 3:35 pm 
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Joined: Wed Sep 03, 2008 2:48 pm
Posts: 33
Well, its certainly an alternative, besides scripted "getting run down" effects (which would theoretically only work in scripted battles and therefore not in spawns). i cant see another way of doing it but it will be hard to remodel every horse/mammoth/mount to have riders...

Edit: you might want to take a look at this guys upcoming critter:

http://www.bethsoft.com/bgsforums/index ... pic=851282


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 Post subject:
PostPosted: Thu Sep 04, 2008 6:36 am 
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Joined: Mon Feb 18, 2008 9:37 pm
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Just dropped a message on the thread hoping for a modders resource. Fingers crossed.


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 Post subject:
PostPosted: Sun Sep 07, 2008 2:47 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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A new download has been provided on TesNexus for rideable mamoths and elephants, armoured ones too! Pack beasts etc...

This is pretty good news I reckon so I downloaded the lot. We already have the vanilla package for wild beasts. I will add the content into the next content.rar

Does anyone however have any idea of how to get these things into the mod and working without using the plugins from the mamoth mod?


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 Post subject:
PostPosted: Sun Sep 07, 2008 3:22 pm 
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Milite

Joined: Thu Aug 21, 2008 3:19 am
Posts: 69
Vali, I've discovered that you CAN make two ESM's. I believe the problem was that you made Data.esm dependant on Hiboria.esm not the other way around.

Also, the file is so big.. We need to consider making this a complete total conversion and removing dependancy on Oblivion.esm and only transferring the info we need.


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 Post subject:
PostPosted: Sun Sep 07, 2008 6:07 pm 
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The problem with the esm usually occurs over stitches in the land, areas where previous merges have taken place. Have a try at doing the joint esm and see if it is feasible. Also, there is no reason why we cant get to a certain stage with the esm and then run everything on a single plugin, merging as we go.


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 Post subject:
PostPosted: Sun Sep 07, 2008 8:27 pm 
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Milite

Joined: Thu Aug 21, 2008 3:19 am
Posts: 69
well the thing is, the Data ESM doesn't have any land on it, so it cant affect the land! xD

So....


Is it possible to transfer heightmaps from esm to another?

Also, I can't find the Karithian desert in the CS. Can you give me a few cell coords?


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 Post subject:
PostPosted: Sun Sep 07, 2008 8:59 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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Sadly, no the landmass cannot be ported over to another ESM leaving all of the other stuff. Why would we use a second esm though, we could just use the ESM as what it is, as it stands now. Then we can each work on plugins, then merge the plugins to a single one. The plugin can then be shipped out to people to work to and merge to.

Open the region editor, go down to hiboria, then select the karithian desert, this will highlight the whole desert in all the areas it is situated. Move south and east, or down and left to locate in the region editor. Right click and view this location to visit in the CS. Be careful though. Dont edit the region editor content unless you have claimed the area to modify. Also when dropping into random locations whilst running your modding plugin, be careful not to touch anything there unless its a place youve staked a claim to. Someone else might be doing work in that location.

So far as youre probably concerned though nf, the Karithian desert is yours to do with and farm out the work so you cant really go too far wrong.


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 Post subject:
PostPosted: Sun Sep 07, 2008 10:17 pm 
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Senec

Joined: Sat Aug 09, 2008 3:34 pm
Posts: 149
valisarius wrote:
A new download has been provided on TesNexus for rideable mamoths and elephants, armoured ones too! Pack beasts etc...

This is pretty good news I reckon so I downloaded the lot. We already have the vanilla package for wild beasts. I will add the content into the next content.rar

Does anyone however have any idea of how to get these things into the mod and working without using the plugins from the mamoth mod?


I've never tried importing a custom creature into one of my mods but can't you just use the meshes and textures from the plugins to create a new creature in the CS the same way you would do it if you had created the assets yourself? As long as you give the new creature the same editor id they use in the scripts and put them in the right folders it should work fine, shouldn't it? Maybe I'm just not understanding the question. I am a rookie when it comes to custom content, after all. :?


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 Post subject:
PostPosted: Sun Sep 07, 2008 11:54 pm 
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Milite

Joined: Thu Aug 21, 2008 3:19 am
Posts: 69
As they use an already existing skeleton, all you need to do is create a new creature in the creatures tab, choose the right mesh and voila.


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