RemosVanDamme Posted January 20, 2011 Share Posted January 20, 2011 (edited) I didn't know where should it go as I am not aware if these kinds of mods have been uploaded in the uncharted waters of Modding sea or not. Firstly. Is it possible to get faces from Morrowind to Oblivion. To be more specific this face is dark elf. I have no screen shot to show what I exactly need as I have lent my copy of Morrowind to a friend. I will try to describe it. It's a HE. He has a red beard shaped like a little beak. This is vanilla Morrowind face. The face has some kind of ritual markings on it. And for the hair. The hair is red. It is like combed to two sides with high arc. And again a vanilla Morrowind dark elf hair. Secondly. Mayby there already is something like that. I would like to see some NPC-s or party-es doing themselves some dungeon raiding. All the NPC should be doing something logical other than just wandering around city plaza aimlessy. Enemy NPC should be so that in fight that they always go into full lock-on berserk when they see you. They should first even deside is it good idea to engage or not. Then they should stop fighting when they see that they have no hope against me and call back up. Armor statistics should be more logical. Certain armors should be weaker or stronger to different types of weapons. As I already have Deadly Reaflex I want to see that the fight truly struggle to survive. I do not mean it in hardcore RPG style but in realistic style. It is that I can take only like two blows before death when without an armor. Like when I have a heavy steel armor and a guy attacks me with iron dagger. Logically this guy can only make few scratches on my armor. An my health is untouched. But when a guy with mace attacks me I am in real trouble as blunt force damage can break through plate armor. And all of these should be applied to every NPC. Also same for all the creatures. Biting wolf can do nothing to plate armor where a ogres fist can. NPC lock-on should be removed too. It is pretty impossible to play stealth when after enemy has seen me he/she will see me where ever I hide. Levitation should be brought back too. Not in the Morrowind way though. But like the lich lords levitate just few decimeters above the ground (<Optional). The spells also should have realistic effects. Fire sets you on fire if you are wearing fire catching apparel. Frost freezes you for some time if you don't wear fur or leather armor. Electricity at lower levels of dam. just makes the target to shiver as the electricity passes through. Or at higher levels of dam. it send the target flying few meter through the air like he had just touched electric wire. All of these settings should apply to all NPC-s and creatures including player. The world should be not level scaled as this actually encourages player to find other ways to loot a cave or to finish a quest. If there is no such thing possible then level scaling should me like all creatures spawn in the spawning list but as levels progress other creatures start to spawn too. So i could meet lvl 32 minotaur with lvl 2 rat watching the sunset someday. As you level futher nothing changes with most of your stats. (Some still should change strenght, speed, agility and some other). Levels should be there for comp. to know what to throw at you. At lower levels only opponents are clumsy fighters and inaccurate mages and archers. At later levels you start to see difference in dungeon between dungeon lords and common thugs. Highers levels should not eradicate lower level opponents. The skill with the comparison with opponents should go like. Dungeon recruit 10 % of your skill. Standard Dungeon dweller 50 % of your skill. Seasoned Dungeon Dweller 100% of your skill. Dungeon lord body quard 125% of your skill. Dungeon Lord 175% of your skill. Or something similar. Armors should all have no armor rating, only durability. When durability runs out you lose your armor (it's broken then). And durability should differ according to lore. Edited January 21, 2011 by RemosVanDamme Link to comment Share on other sites More sharing options...
LFact Posted January 20, 2011 Share Posted January 20, 2011 For face, unlike Morrowind, Oblivion does not use static head mesh. All facial features are determined by base head mesh shape and Facegen sliders. So, I don't think it's possible to 'port' Morrowind faces to Oblivion.... but you can make head texture with ritual face paintings or tattoos, although you have to make a new race to apply it(to avoid all Dunmers having same face painting or tattoos). Link to comment Share on other sites More sharing options...
RemosVanDamme Posted January 21, 2011 Author Share Posted January 21, 2011 Mayby the face can be done as a mask. The new face acts like a helmet. It covers entire face and leaves the impression that this face is natural. This mask is automatically equipped when no other head equipment is attached. Mayby even the face mask can be assigned the tail slot like in morrowind and then it would work even with open helmets. Link to comment Share on other sites More sharing options...
chakaru11 Posted January 21, 2011 Share Posted January 21, 2011 (edited) The thing is that the Morrowind Vanilla textures and meshes are a lot less high rez than Oblivion stuff, so I am afraid using that head as a helmet would result in a pixelfest. And then there's the thing that not all Morrowind data is owned by Bethesda, so porting stuff from Morrowind to Oblivion on an official forum can get you in a tiny bit of trouble becasue it might be considered ripped content. Edited January 21, 2011 by chakaru11 Link to comment Share on other sites More sharing options...
RemosVanDamme Posted January 21, 2011 Author Share Posted January 21, 2011 (edited) Too bad 'cause I really liked that face. Is this still ripped content if somebody made this for me (My skill of modding is only worldbuilding) and only for me. But what do you think about the other part of the post? Edited January 21, 2011 by RemosVanDamme Link to comment Share on other sites More sharing options...
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