After several tests, the answer is yes. The differents draugr are levelled, and the "Optional 'Lite' Plugin" make effectively them appear. This mod is really amazing !
Beat the tomb last night, and I gotta say, I enjoyed it a lot. I am curious though: Is the Dragon soul trappable? I tried a few times and failed before I gave up and killed it.
Hi, firstly great mod. I have made a patch for the Hvitrigg Barrow to work with HOTV anthology TOTSP. Id like to release it on the nexus but would obviously like your permission to do so as its an awesome battle and its a shame people cant play it properly if they do use the HOTV mod. Iv put the Barrow entrance in an appropriate place very close to its original position in vanilla Solstheim, Your original mod would still be required.
Heads up, if you're running the non-Lite version with the Neverhalls (both mods edit the same exterior cell), make sure to load Draugr Diversity first or else the entrance to the Neverhalls will be half buried in the ground.
Just curious if you'd be willing/able to lengthen the forearms and shins on the Draugr, similar to what this mod does with shortening NPC shins. It always bugged me how short and stunted they look compared to the rest of their body.
I'll look into it, but I'm not sure if I can get it to look right with the existing animations (which I want to edit eventually, but I haven't learned how yet).
I found out it's actually really easy to resize proportions by editing the skeletal NiNodes in NifSkope -- the ones prefixed "Bip01." Here's one little test I did.
In Xgr_draugr_an_warlord.kf "Follow Start" and "Follow Stop" keys have the same time for Thrust attack (42.560001), so Thrust attack looks weird for Draugr Warlord, at least in OpenMW. Is it intentional? Based on timing in other meshes from this mod, "Thrust Follow Stop" should have something like 43.226665.
Just for reference: 1. Draugres in OpenMW do not have their weapon equipped because they do not have proper weapon equipping animations. Currently OpenMW uses the "equip attach" key to show weapon, "unequip detach" key to hide it. 2. Unarmed draugres do not attack because they do not have "handtohand" animation.
There will be fallbacks for these cases in OpenMW 0.45, but I am not sure if result will be the same as in Morrowind.
Also "gr_summon_draugr" spell does not work in OpenMW: GetSpellEffects fails to detect spells with zero duration.
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Can we encounter these different types of draugr if we just install the "optional 'Lite' plugin" ? It depends on our character level ?
Thanks a lot !!
I have made a patch for the Hvitrigg Barrow to work with HOTV anthology TOTSP.
Id like to release it on the nexus but would obviously like your permission to do so as its an awesome battle and its a shame people cant play it properly if they do use the HOTV mod.
Iv put the Barrow entrance in an appropriate place very close to its original position in vanilla Solstheim, Your original mod would still be required.
In any case, well done on the new models. :)
Is it intentional? Based on timing in other meshes from this mod, "Thrust Follow Stop" should have something like 43.226665.
1. Draugres in OpenMW do not have their weapon equipped because they do not have proper weapon equipping animations.
Currently OpenMW uses the "equip attach" key to show weapon, "unequip detach" key to hide it.
2. Unarmed draugres do not attack because they do not have "handtohand" animation.
There will be fallbacks for these cases in OpenMW 0.45, but I am not sure if result will be the same as in Morrowind.
Also "gr_summon_draugr" spell does not work in OpenMW: GetSpellEffects fails to detect spells with zero duration.