Just tested it and Endorsed it. Very nice. The bees are fierce enemies. I needed my summons to help me. From what I read we can use these bees in our own mods? They are very good and should be added to levelled lists.
yes of course, all my mods are basically moder resource, I'm glad to know that you liked them and that they work well.Yeah, maybe I made them too fierce, I don't control the levels of the creatures very much... Thanks for your kind words
How did you make the combat animation? I mean, created a blend from idle to forward animation?
(in Obl.engine is an acceleration of the forward animation during the combat , and I do not understand how to solve it -Mix them up so that there is no acceleration when the enemy approaches you.)...
I made the animations from scratch in blender, many, until finally they seemed correct.It took me a long time and it was very difficult, but in the end the result seemed good enough to share.
. I mean, for example, I ported a giant from Skyrim and his animation, but there the animation blending goes according to the graph (probably), but in Oblivion, when the actor is in combat mode, his animation *forward*, it can accelerate by the game engine using an unknown algorithm and it turns out jerking - there is no blending from combat_idle animation to forward (this happens only the actor is in combat mode). Those. It turns out that you need to make the initial pose of any combat animation the same for the *forward* animation?
It is strange that you did not notice this problem, as well as the feedback of the speed of the forward and fast forward animations - there is an incomprehensible feedback algorithm
Well, the attack animation, at least for my creature, starts the same as the equip animation ends, the whole process to create the animations has been a ****** hell full of bugs, errors, etc...
it's not about complexity, but about the fact that not everything depends on the animation itself, i.e. I did not understand the speed control algorithm for the forward in combat mode (Depending on the distance to the target that actor need to approach, as I understand it ,the engine can change its speed itself, regardless of what it itself indicates). Okay, as I understand it, you didn’t delve into the essence so deeply ...
Eh, it will be a while until that mod comes out, I just finished a big one myself, need a break. But I expect that Valenwood might get a wasp problem some time in the future.
Are they flying upwards as well? Like when you fight an imp or will of the wisp and jump onto a rock, the monster doesn't fly up, it stays bellow, just hovering over the ground
Well, i think this is a problem with the game engine or the pathgrids of the game, in some rocks, the creatures can no acces, and in some others yes. I have tested, and at some rocks my creatures can go, and in others no, but the same for the imp... you can test how they react.
Oh yeah ! that was the intention, but unfortunately I'm not very good with scripts, I've searched like crazy, I've tried many scripts, but the only thing I've got is what I've shared, although I won't stop trying.It would be great to get them to fly well, and jump over obstacles, such as wooden fences, etc...
Hmm do they have a weight? Maybe if weight is removed from them they can fly? I don't know how objects in the game works. Otherwise I can try and do a flying script, but not today
That sounds good, really good, and don't worry, I'm not in any hurry, I've been creating these modifications for years, I take it very calmly, and I don't have all the time I'd like to dedicate to it, I just wear it once in a while, but I always enjoy it.By the way, I think the weight is not the problem for them to fly, but I'm not sure either. Thanks for your time.
Name: copy and paste. :) But I noticed that comments work differently on the computer and on the phone. Couldn't do it on the phone. Thanks for the links!
EDIT: This page is for making the player fly, not NPCs or creatures. I haven't read it in detail, but anyhow it would need to be modified to use with a creature. I wonder how they make cliff racers in Morroblivion? But then, they do hover high but don't fly very well (and crash my game unless I kill them quick). I think flying is just difficult in Oblivion.
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Thank you again!!
From what I read we can use these bees in our own mods? They are very good and should be added to levelled lists.
Thanks for your kind words
Cool mod)
Thanks, hope you enjoy.
(in Obl.engine is an acceleration of the forward animation during the combat , and I do not understand how to solve it -Mix them up so that there is no acceleration when the enemy approaches you.)...
Those. It turns out that you need to make the initial pose of any combat animation the same for the *forward* animation?
It is strange that you did not notice this problem, as well as the feedback of the speed of the forward and fast forward animations - there is an incomprehensible feedback algorithm
Sorry for my poor english.
Okay, as I understand it, you didn’t delve into the essence so deeply ...
Greetings.
Enjoy moding.
I have tested, and at some rocks my creatures can go, and in others no, but the same for the imp... you can test how they react.
And hope you enjoy.
:)
Otherwise I can try and do a flying script, but not today
Thanks for your time.
weird, how did you put my name in the post?
https://cs.elderscrolls.com/index.php?title=Flying
Thanks for the links!
EDIT: This page is for making the player fly, not NPCs or creatures. I haven't read it in detail, but anyhow it would need to be modified to use with a creature. I wonder how they make cliff racers in Morroblivion? But then, they do hover high but don't fly very well (and crash my game unless I kill them quick). I think flying is just difficult in Oblivion.