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Demonic Creatures - Mod Version V2.0


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Posted
16 hours ago, Goreno said:

 The only thing i found about mushrooms is this note (maybe i'm blind idk)image.png.9153cec391ac6f8e6f5651ea86ebc849.png

i believe Thor has a downloadable excel file with the creatures listed (don't recall if its up to date).
iirc it says they have no animations

  • 3 weeks later...
Posted

You and me both pal lol (but iirc they're gonna take a bit).

Is there an addon for demonic creatures to relatively easily turn off certain spawns?
So you can like, customize what creatures get added/replace vanilla ones.

Posted
On 9/1/2024 at 1:56 PM, combine_47 said:

Hello everyone!

Is there any information when we should expect patch 1.9? I would like to see minotaurs, if they will be in the next patch of course.

 

I have not worked on this minotaur at all since my last post before the summer. My motivation to rig creatures are non-existent at the moment. I'm mainly working on the goblin settlement I plan to include.

 

4 hours ago, Doom.lord16 said:

You and me both pal lol (but iirc they're gonna take a bit).

Is there an addon for demonic creatures to relatively easily turn off certain spawns?
So you can like, customize what creatures get added/replace vanilla ones.

Did you try this? Have not tried it myself, but it seems to work pretty well.

 

UP TO DATE Legendary Edition and Special edition: (valid for all versions)  Demonic Creatures Manager (xEdit Script) by SpectrumQT. Let's you remove creatures you don't want.

https://www.loverslab.com/topic/195178-demonic-creatures-manager-xedit-script/

Posted
19 hours ago, Thor2000 said:

I have not worked on this minotaur at all since my last post before the summer. My motivation to rig creatures are non-existent at the moment. I'm mainly working on the goblin settlement I plan to include

Thank you for your reply.
It's sad. You have one of the coolest mods out there. I thought you were planning on adding new creatures. Well that's ok, I'll play on this patch then. Thank you for your mod.

Posted
On 9/3/2024 at 10:37 PM, Thor2000 said:

 

I have not worked on this minotaur at all since my last post before the summer. My motivation to rig creatures are non-existent at the moment. I'm mainly working on the goblin settlement I plan to include.

 

Did you try this? Have not tried it myself, but it seems to work pretty well.

 

UP TO DATE Legendary Edition and Special edition: (valid for all versions)  Demonic Creatures Manager (xEdit Script) by SpectrumQT. Let's you remove creatures you don't want.

https://www.loverslab.com/topic/195178-demonic-creatures-manager-xedit-script/

i have not, but i'll check it out thanks!

Posted
On 9/5/2024 at 7:06 PM, Doom.lord16 said:

btw while its not coming anytime soon, but did you end up deciding what skeleton your new minotaur will use?
giant? troll? draugr? variants?

 

10 hours ago, cloudpit said:

Does this mod have a test cell?  Edit: Found it was off by one word.

I kind of settled for the giant skeleton. The werewolf skeleton looked sort of weird in game.

 

Did I name it testcell? That's was stupid of me. Cause it's just a storehouse for drowners and a Bjaergtroll at the moment.

Posted
15 hours ago, Thor2000 said:

 

I kind of settled for the giant skeleton. The werewolf skeleton looked sort of weird in game.

 

Did I name it testcell? That's was stupid of me. Cause it's just a storehouse for drowners and a Bjaergtroll at the moment.

makes sense

Posted (edited)

Hey Thor can i ask a question? As someone who finds modding creatures interesting but lacks the skills for it, i was curious about something.
Namely how does one 'reskin' a monster onto another skeleton? Like say hypothetically imagine you got a zetan abomination from fall3 and reskinned it to a feral ghoul (or heck to a draugr in skyrim).

Or more topical for your work, the minotaur to the giant skeleton?

Is it something you do with a program like nifscope (could be misremembering the name) by porting over textures and meshes and redoing them to the skeleton?

(purely hypothetical, has nothing to do with wanting to do a Drowner and mess with putting some aliens in skyrim. )

Edited by Doom.lord16
Posted
On 9/11/2024 at 10:54 AM, RAAM626 said:

some creatures have pitch black schlongs, i think im missing the texture but i cant find it

you're not missing textures. Sometimes this is a memory issue. If hardware and memory are good it's  most likely a mesh itself (if other's are experiencing it as well). It would help if you paste in a screenshot.

19 hours ago, Doom.lord16 said:

Hey Thor can i ask a question? As someone who finds modding creatures interesting but lacks the skills for it, i was curious about something.
Namely how does one 'reskin' a monster onto another skeleton? Like say hypothetically imagine you got a zetan abomination from fall3 and reskinned it to a feral ghoul (or heck to a draugr in skyrim).

Or more topical for your work, the minotaur to the giant skeleton?

Is it something you do with a program like nifscope (could be misremembering the name) by porting over textures and meshes and redoing them to the skeleton?

(purely hypothetical, has nothing to do with wanting to do a Drowner and mess with putting some aliens in skyrim. )

Basically you strip all bone weights from the monster that is present on the mesh, pose the monster mesh so it looks like the draugr pose (like the pose you see the draugr has when you open it in outfistudio). After the pose is done, you apply the weights affected on a vanilla draugr.

 

In practice, you must import the custom monster into a software such as maya, blender or similar. Then you do the pose. I normally import the draugr body as well so I can get everything aligned nicely. If it the custom monster is already rigged in any way, the pose is easier to achieve since you can rotate and twist the different bones. If not, well then you have a lot of vertices to drag around to make it align. After the pose is done, the mesh has been cleaned up and decimated if too many polygons, then you can export it as an obj file, load it up in outfitstudio and use a draugr as a reference body. You then do the same thing as you would when you convert an outfit from CBBE to UNP. When that is done you must fix everything in xEdit or CK to make new records for the creature like giving it a race and establish a NPC record and such.

Posted
4 hours ago, Thor2000 said:

you're not missing textures. Sometimes this is a memory issue. If hardware and memory are good it's  most likely a mesh itself (if other's are experiencing it as well). It would help if you paste in a screenshot.

Basically you strip all bone weights from the monster that is present on the mesh, pose the monster mesh so it looks like the draugr pose (like the pose you see the draugr has when you open it in outfistudio). After the pose is done, you apply the weights affected on a vanilla draugr.

 

In practice, you must import the custom monster into a software such as maya, blender or similar. Then you do the pose. I normally import the draugr body as well so I can get everything aligned nicely. If it the custom monster is already rigged in any way, the pose is easier to achieve since you can rotate and twist the different bones. If not, well then you have a lot of vertices to drag around to make it align. After the pose is done, the mesh has been cleaned up and decimated if too many polygons, then you can export it as an obj file, load it up in outfitstudio and use a draugr as a reference body. You then do the same thing as you would when you convert an outfit from CBBE to UNP. When that is done you must fix everything in xEdit or CK to make new records for the creature like giving it a race and establish a NPC record and such.

*nods nods* interesting... thanks for explaining.

Posted
20 hours ago, RAAM626 said:

I found a image on here with the exact problem I'm having, some creatures schlongs look like this

I must see pics of the creatures you are having trouble with. The one above is wellknown but is a creature added by the Dawnguard DLC.

Posted
On 9/14/2024 at 11:56 AM, Thor2000 said:

I must see pics of the creatures you are having trouble with. The one above is wellknown but is a creature added by the Dawnguard DLC.

It's a handful of them, like the gargoyle brute is fine but it's stone flaccid Penis will remain there during sex scenes and, Falmer stakers would be black schlongs, frost giants, regular troll won't be hard but frost trolls will, I'll try and get all the ones I'm having trouble with 

Posted

maybe there will be a list of IDs of added creatures in the future? Looking for a perticular creature all around the map is really tiring...

Posted

Whipped up a quick patch to add Anniversary Edition synergy/compatibility. Specifically it requires the survival mode, rare curios, and goblins creations.

 

  • Modified Ogre, Minotaur, Daedroth, and Hunger drops to have appropriate items from Rare Curios
  • Modified Goblin drops to match the creation goblins
  • Added survival mode hunger restoration values to all foods
  • Misc fixes to food and recipes including new cooked rat and treeduckbill items

ESL flagged. Also includes a KID file for compatibility with Cooking Category Improvements.

Demonic Creatues AE Patch.7z

Posted

Is there any kind of level scaling with the monsters from this mod? I just came across a falmer rider that was level 1 in Mzulft when im level 23, and ive noticed that most of the demonic creatures are very weak, with only a couple exceptions being very strong, like the titans

Posted
On 9/19/2024 at 7:33 AM, Frik88 said:

maybe there will be a list of IDs of added creatures in the future? Looking for a perticular creature all around the map is really tiring...

I'm a fan of "seek and you shall find" instead of "ask and you shall receive 😉

 

On 9/21/2024 at 12:37 PM, johnhamm said:

Is there any kind of level scaling with the monsters from this mod? I just came across a falmer rider that was level 1 in Mzulft when im level 23, and ive noticed that most of the demonic creatures are very weak, with only a couple exceptions being very strong, like the titans

Most of my creatures are leveling up the same way as the vanilla ones with more or less the same difficulty settings when it comes to level (damage output, health, stamina and magicka). In some cases I've increased the damage output by giving extra perks.

 

Difficulty is complex thing. First it's influenced by the encounter zone difficult level. MzinchaleftZone has a difficulty multiplier of 16 which is the medium + difficulties of zones (maximum is 24 in the vanilla game). Have you unlocked the vanilla encounter zone setting? If you're experiencing low leveled enemies you could read this:

https://stepmodifications.org/forum/topic/17692-encounter-zones-unlocked-se-by-underthesky-and-z65536/

and perhaps install a mod the uncaps the enounter zone levels. Maybe even randomize the encounter zone levels

 

Secondly you have the spawned actor difficulty which will range from "Easy to very hard"

 

Spoiler

SKYRIM LEVEL DISTRIBUTION RULES:

 

Leveled Character Difficulty Modifier:

An NPC spawned from a LCHAR is placed in the word through an Leveled NPC (LvL). The LvL NPC contains a LCHAR as template which holds the actors it can choose from.

In Creation Kit World view/cell you can see these Leveled NPCs as M-markers. They can have the following color options which tell you their expected difficulty related to your level:

 

Green M "easy":  leveled actor spawns creatures 1/3 of your level

Yellow M "medium": leveled actor spawns creatures 2/3 of your level

Orange M "hard": leveled actor spawns creatures the same level as you

Red M "very hard": leveled actor spawns creatures 1,25 greater the level you are

 

Bethesda states that more than 50% of the spawnpoints shall be green actors. With this information you know it will take a while before Mihails Ice Titans becomes "common". They're level 65 and won't spawn in those green M-markers before you are at least level 195. They will spawn in red M-markers (very hard) when you are level 52. But there is few of them. Considering the fact that most leveled lists also has the attribute to spawn "ANYTHING up to" means that the chance to see those higher level enemies are scarce.

 

 

The above means that if you're a level 23 you will 50% of the time engage with creature 1/ of your level which is a creature level of 7,66 to be specific. However, that's not the whole truth because leveled lists for creatures don't "exclude". Even if your level 23 character meets the requirements of a 7 creature spawn doesn't mean it will spawn a level 7. The lists are set up to also spawn everything below this level. So you could meet a level 1 or 2 as well. Also, there has to be something present in the level lists that meet your level requirement.  If there ain't no level 7 create available in the list, then it will spawn something below. If a list has two creatures of evel 1 and level 15, Then you will continue to meet the level 1 creature until your PC level is 45 on an easy leveled NPC spawn according to the rules above.

 

So meeting a level 1 in Mzulft isn't strange. What's strange is if all creatures in Mzulft are low level ones. There should be lots of level 5-8 ones too in addition to a few on 15-20.

  • 2 weeks later...
Posted (edited)

Can somebody help me, I can't spawn anything (player.placeatme (CREATURE ID) (AMOUNT) this way :(

EDIT: Solved! I figured out the mod-index, am a bit of a noob

Edited by Troudwyn
solved

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