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Svergy

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15 comments

  1. felishiakat
    felishiakat
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    oh fiddle plop. Not for OpenMW. well looks like I have a new mod to look forward to when I do an OldWind playthrough using MSWE and MGXE.
    1. Svergy
      Svergy
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      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.
  2. EPIPHANESXLR
    EPIPHANESXLR
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    I mean they're lore friendly dwemer creations...
  3. vonwolfe
    vonwolfe
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    The quality of this is off the charts. I'm not usually installing crossover mods, but when the quality is this good, how can I say no?

    I hope you consider adding more creatures to the game, Svergy!
    1. Svergy
      Svergy
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      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!
    2. vonwolfe
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      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?
    3. Svergy
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      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.

      Well, maybe in the future.
    4. vonwolfe
      vonwolfe
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      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.
  4. krasnal47
    krasnal47
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    Wow, this is one of the best creature mods for morrowind, it deserves much more endorsements :(
    Can you add a spell to summon this creature?
    1. Svergy
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      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! =/
    2. krasnal47
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      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.
  5. MSP1987
    MSP1987
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    E.X.T.E.R.M.I.N.A.T.E
  6. Remiros
    Remiros
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    Illegally high quality.
  7. Goodluc
    Goodluc
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    Oh goodness no, the Daleks are in Nirn now!
    Great mod, will try.
  8. undertaker1974
    undertaker1974
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    I was tired of those so sexy Dwemer artifacts. I was expecting something more embarrassing.
    Endorsed.