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Melchior

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MelchiorDahrk

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17 comments

  1. aurum42
    aurum42
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    Is the optional Air Atronach patch compatible with the other fixes and changes that have been made from v2.10 onwards? Eg. will the creatures still have rebalanced speed, will the icons be fixed, and the Myconids have the better hitboxes?

    Out of curiosity, why did you remove the Air Atronach from the main file? Were you not satisfied with it, or was it for bug or compatibility reasons?
    1. MelchiorDahrk
      MelchiorDahrk
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      The main thing you will miss if you use the Air Atronach version are the speed tweaks, The rest of it are model/icon edits iirc. I am not happy with the quality of the air atronach.
    2. aurum42
      aurum42
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      Thanks for the clarification, I'll stick with the latest version of the main file.
  2. pltomek3
    pltomek3
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    Does it work with Golems mod? Since it adds cystal golems and ash golems?
    1. MelchiorDahrk
      MelchiorDahrk
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      As long as you update your merged leveled lists, there should be no issue.
  3. randomanoninternetperson
    randomanoninternetperson
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    This mod doesn't appear to be working in OpenMW.

    Rather than:
    "Summon (creature name) for xx Secs on Self"

    OpenMW shows:
    "Bound Gloves for xx Secs on Self"

    So summoning does not actually summon the creature.

    Any Ideas?
    1. VioletFantasie
      VioletFantasie
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      I've noticed this as well, luckily that seems to be the only issue on OpenMW (the actual creatures themselves work flawlessly), not sure how to fix it but I'd say it's a fairly minor problem imo.
  4. VioletFantasie
    VioletFantasie
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    Wow, this looks great! The only thing I can think of that's missing is the Stone Golem/Atronach from Arena. Can't wait to test this out!
  5. skeleton212
    skeleton212
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    You can rename the Bone Atronach to Shambles to make this more lore friendly.
  6. Kogorn
    Kogorn
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    This mod is fantastic--I love the new creatures!! My only criticism is that the myconid's hitbox is a little messed up--I had a hard time striking it with spells. Other than that though no complaints
    1. MelchiorDahrk
      MelchiorDahrk
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      Test out version 2.13 I think I fixed up the collision issues with the Swamp Myconid (I had no problem killing it after my update). I also noticed a collision issue with the Telvanni Myconid and fixed that as well.
      Thanks for the report! And I am glad that you like the mod!
  7. maczopikczo
    maczopikczo
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    What an impressive collection of scary creatures! I'll keep them in mind for when I'm back to Morrowind. Perhaps they could be somehow ported to Oblivion, too? How difficult is it to port fan-made Morrowind creatures to TES4? Possible at all?
    1. MelchiorDahrk
      MelchiorDahrk
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      Hah, I've been asked that question before. They certainly COULD be ported. I'm not familiar with Oblivion's rigging system so don't look at me to do so. But the real issue would be the legality; these use a lot of Morrowind assets and so Bethesda does not allow them to be ported to other games.
    2. maczopikczo
      maczopikczo
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      Uhm, eh, thanks for quick reply. I suppose rigging could be custom made. But legality is the issue, indeed. Unless... hmm... unless someone re-created these wonderful creatures from scratch, using your models just as visual aids. I remember having read that this kind of using vanilla assets between different installments of TES is allowed...
      If I ever find myself with a lot of time on my hands, I'd be interested in doing so myself. What do you say?
    3. MelchiorDahrk
      MelchiorDahrk
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      I would pose no opposition to the idea whatsoever. I'd just be interested to see the finished product!
  8. Sylbassi
    Sylbassi
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    Thanks, these are some awesome creatures.
    1. MelchiorDahrk
      MelchiorDahrk
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      Thank you, I hope you have enjoyed them!
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