Hey! I haven't actually tested this mod in OpenMW but I don't immediately see why it won't work. The included .json might not work for OpenMW but in truth it doesn't make a huge difference to the mod's visuals.
Thank you! I have a few other creature ideas, including one that will come out soon (which I have sat on for a while after this took up my attention,) which is lore friendly, so keep your eyes open!
Exciting! I don't suppose, given you've got the skills, that you could animate Yagrum to have walk animations? Maybe even using the spider centurion ones?
I could take a look at this in the future; do you have a mod idea involving Yagrum? I suspect there's nobody who done it already because Yagrum won't usually move by himself, I believe he's tethered to Uupse, and his constrained surroundings means he's liable to get stuck on scenery.
In theory copying and pasting the keyframes from each section of leg of the spider centurion, and the raise/fall of the armature, and pasting it onto the respective Yagrum one is possible. However, Yagrum's legs have different starting positions and rotations; you would probably have to use maths to figure out the change in rotation and do that for every leg section in every keyframe (you would also have to take into account Yagrum's idle pose looking different to the spider's one). Doing that would either require some kind of script to streamline it (not something I can do) or a lot of drudge work figuring out the difference in rotation for each section, for each keyframe. If you weren't married to the exact spider centurion animation, It might be less tedious to just create a new movement animation.
It was for a very niche reason - allowing him to move over to play a boardgame with you for a different mod! Don't worry! Very excited to see your future creature mods.
Hey, thanks for the kind words! As far as adding a summoning spell goes, that's actually not so easy to do in Morrowind. The most reliable way I know of is with MWSE, specifically working from OperatorJack's Magicka Expanded framework. I'm not proficient in MWSE at all, so if I do get around to doing it, it won't be for a while. The Magicka Expanded page does have documents which might help you set it up yourself, or you could examine some of the summoning mods that make use of that framework and see how they've done it, and adapt the code yourself.
I won't say I won't do it, but it'll have to wait for now! =/
That's too bad, i never did a single moding or coding :( I am proficient in graphic engineering but learning modding to the point i would be able to do such mod would take few months, maybe i will write to another modder who makes spells to compliment your mod by adding spell.
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I hope you consider adding more creatures to the game, Svergy!
In theory copying and pasting the keyframes from each section of leg of the spider centurion, and the raise/fall of the armature, and pasting it onto the respective Yagrum one is possible. However, Yagrum's legs have different starting positions and rotations; you would probably have to use maths to figure out the change in rotation and do that for every leg section in every keyframe (you would also have to take into account Yagrum's idle pose looking different to the spider's one). Doing that would either require some kind of script to streamline it (not something I can do) or a lot of drudge work figuring out the difference in rotation for each section, for each keyframe. If you weren't married to the exact spider centurion animation, It might be less tedious to just create a new movement animation.
Well, maybe in the future.
Can you add a spell to summon this creature?
I won't say I won't do it, but it'll have to wait for now! =/
Great mod, will try.
Endorsed.