Creatures Set: Colovian Barrows

Model, texture and sound development of P:C
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Infragris
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Creatures Set: Colovian Barrows

Post by Infragris » Thu Dec 29, 2016 1:48 pm

The creature set for the Colovian Tombs:

Skeletons
Currently the majority in Colovian Tomb leveled lists are classic skeletons, including the Crippled Skeleton, Archer Skeleton, and Skeleton Champion. While identical to vanilla skeletons, these creatures are in fact copies of the normal creature to avoid mod conflicts and 'infection' with Morrowind-specific weapons and loot. We can introduce some slight variation in these creatures' physical appearance (for example by making the Crippled skeleton look broken down), but otherwise these require no real changes.

Ghosts
The tomb leveled list does not currently include the ghost and ghost guardian creatures. We could introduce these, though it might draw too much comparison with the vanilla ancestral tomb creatures table. There's also the third level ghost-like, the Wraith, to keep in mind (though this creature is not yet implemented).

Mummies
The 'Living Mummy' is only creature that is explicitly connected to the Colovian Tomb environment. It is a southern variation of the Nordic Draugr, whose preservation methods are adapted to the dry climate of the Highlands. Otherwise, they are identical. I would like to introduce one or two variations to this creature: a spearman and a champion. This will make Colovian tomb enemies more memorable and enhance variety. These creatures could be distinguished from the common mummy by dressing them in decaying Nedic armor, or giving them golden bands and decorations similar to the reliquary misc. objects.

Also, these creatures should receive a different name: 'Living Mummy' is too nondescript and slightly redundant. New names could be inspired by the Colovian vocabulary in Lore (Ealdman, Heichman), or be simply descriptive.

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roerich
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Post by roerich » Thu Dec 29, 2016 3:06 pm

I like both Ealdman and Heichman, why not use both to denote different classes of colo-draugr? Other than that, the name haugbui is another form of Norse undead (and sounds vaguely Colovian), and actually much more suitable to how draugr are portrayed in TES:
A variation of the draugr is the haugbui. The haugbui (from Old Norse haugr' "howe, barrow, tumulus") was a mound-dweller, the dead body living on within its tomb. The notable difference between the two was that the haugbui is unable to leave its grave site and only attacks those that trespass upon their territory.
https://en.wikipedia.org/wiki/Draugr" onclick="window.open(this.href);return false;

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R-Zero
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Post by R-Zero » Mon Jan 02, 2017 10:56 am

Infragris wrote:for example by making the Crippled skeleton look broken down
Made this model long ago, maybe we could use it?
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skeleton_cripple.nif
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berry
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Post by berry » Mon Jan 02, 2017 11:49 am

Actually there's an unique model for SHotN's Crippled skeleton already in Tamriel_Data, Sky_Skeleton_Crip_01.nif, with some ribs missing. R0's looks cooler though, more crippled. :P

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R-Zero
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Post by R-Zero » Mon Jan 02, 2017 4:23 pm

berry wrote:Actually there's an unique model for SHotN's Crippled skeleton already in Tamriel_Data, Sky_Skeleton_Crip_01.nif, with some ribs missing. R0's looks cooler though, more crippled. :P
Thanks!
The problem with Sky_Skeleton_Crip_01.nif is also that its ribcage uses Barilzar's texture instead of skeleton one and has a visible seam on the sternum.

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