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Critter mod

General mod discussion and requests.
Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Critter mod

Post by Senterpat » Tue Apr 29, 2014 11:36 pm

Hey guys, I'm currently working on a mod with a bunch of wildlife, basically an MMM expansion, as I was massively inspired by his mod. I've got male/female/young variants of most critters, texture variants, variants with random injuries, (bighorner broken horn, dog ripped off ear etc. Anyways, just trying to get some feedback on the creature models I have so far. I'm also needing ideas for creature loot, and stuff to do with that loot. I was considering some house decorations, deer horn lamp, molerat skin rug, etc. Or armors that have the critter textures used on them. Here's some links to the images.


Deer


Fish


Hornet and Racoon


Firefly


Bighorner Variants


Healthy Yao Guai


Gecko Hatchlings


Molerat variants


Squirrel


Vicious Dog Variants


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Call me Pat. Senterpat is too much to type.

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

I would make a mutated

Post by A55K1KA » Tue Apr 29, 2014 11:51 pm

I would make a mutated variant of the deer, for example add extra heads on some.


if you want an extra fish model, i have a resource on the skyrim nexus that i made from scratch that you can use. It needs a texture though. here is a link...


http://www.nexusmods.com/skyrim/mods/46568/?


Its based on a picture i found of a "Tiger Fish"


If you wanted to add squirrel variant for WildWasteland mode which is basically a predator creature that looks like a critter. By very definition a "wolf in sheeps clothing" maybe when it opens its mouth you find it has that tounge from the alien in AvP. would create a few "aww what a cute litt- Gah fuck! KILL IT!" moments, if it were made lol.


 


Edit..


Seems you got the firefly working quite well, good work.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

I think so far everything

Post by paragonskeep » Wed Apr 30, 2014 12:52 am

I think so far everything looks good. Maybe some other "cyber" animals, or Deathclaws with the controllers (ie Enclave). Possibly the bunny to go along with the "Holy Hand Grenade". Being the South West could you make Cougars, Rattlesnakes, Bison? Maybe some "Master's Mistakes" (failed FEV) to add some humanoid aspects. Great start.


If life is but a test, where's the damn answer key?!?!?

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

I have alot more, but can

Post by Senterpat » Wed Apr 30, 2014 3:05 am

I have alot more, but can only upload 5 pics a day to the nexus, I actually have over 200 vicious dog variants between model and texture variants.


Bob cats are on the list, I already have cats, just need to modify the mesh and make a new texture. I have a rabbit model, but dunno what skeletons animations would look decent with the rabbit. Same problem with the snakes, I actually chopped the legs off a nightstalker, to see how it looked, it was pretty decent, but was above the ground, at the level they normally are with legs, Dropping them down to ground level messed up the animations. SO, while I'd like to have some snakes, I'd have to figure out how to redo all the animations for them. Bison would be pretty cool though.


I still have alot of models to make, I want to have some raiders missing an arm, or an ear chopped of. I have a horse model I'm rigging, I want wild horses too. 


Then there are all the insects, ghouls, super mutants, and I'm hoping to get some road runners and chickens. 


Then I'll have rare "danger" versions of the critters, so far I've done irradiated radroaches and geckos, and alpha versions of some pack critters. They'll have dangerous abilities, the irradiated radroach releases a small radiation explosion when it dies, the irradiated gecko shoots a radioactive spit. Alpha versions of critter generally are just more powerful, with glowmaps on the eyes. 


Call me Pat. Senterpat is too much to type.

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Very cool. well if you add

Post by paragonskeep » Wed Apr 30, 2014 4:03 am

Very cool. well if you add Roadrunner don't forget Wile E.


If life is but a test, where's the damn answer key?!?!?

rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

How about mutated turtles

Post by rockitten » Wed Apr 30, 2014 2:00 pm

How about mutated turtles (ninja?)cheeky



Dentaria
Posts: 48
Joined: Mon Dec 17, 2012 5:38 pm

Will this work with MMM and

Post by Dentaria » Wed Apr 30, 2014 4:36 pm

Will this work with MMM and Monster Mod? This sounds very awesome :D, and don't forget about Armadillos and Javelinas! The desert needs its staple small game.


Are you playing games with me god damnit!

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

It's actually designed to be

Post by Senterpat » Wed Apr 30, 2014 7:35 pm

It's actually designed to be integrated with MMM, I've created duplicate folder structure, and used these duplicates in the variants. What this means is that installing MMM over my mod will allow you use MMM textues on my variants, so brahmin calfs will use MMMs brahmin textures. 


 


And I have boar from stalker, not a javelina but pretty close.


Call me Pat. Senterpat is too much to type.

tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

How's this coming along? 

Post by tact » Fri Nov 28, 2014 11:49 pm

How's this coming along? 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

It's comin! I have an alpha

Post by Senterpat » Wed Dec 03, 2014 2:03 am

It's comin! I have an alpha version I'm using to test, the FNV side is pretty much done, the TTW version isn't really started yet, but all I'll have to do for that is leveled creature fixes, as I have all the scripts and creatures ready. I'm currently distracted by another project tho, so the going is slow. But itsa comin.


Call me Pat. Senterpat is too much to type.

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