Creatures XI

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bartvaes
Posts: 3
Joined: 29 Nov 2015, 17:05

Creatures XI

Post by bartvaes » 24 Mar 2017, 13:16

Hi,

I wanted to ask a question about the mod "Creatures XI" by PirateLord.
It's listed on the wiki as issue-free but I noticed some strange behaviour with some creatures : the Greater Imp & Gargoyle.
They're practically invulnerable :( All my spells go right through them, attacks never, ever hit, even my summons (Clannfear, Fire Atronach etc) can't damage it.
The only way to damage it is having a high enough reflect % and let it casts spells at me - hoping it will kill itself (never works tho...) Also, it seems to follow endlessly around the map so can't outrun it either.

I'm wondering if I can just remove those from the .esp file with the openmw-cs tool ? Or would that break the mod ?

jmelesky
Posts: 45
Joined: 02 Mar 2017, 20:52

Re: Creatures XI

Post by jmelesky » 24 Mar 2017, 19:40

I've seen that with this mod, as well (on OpenMW 0.41 on OSX). Collision-detection doesn't seem to work for those creatures -- if you open the console and 'sethealth 0' them, they fall through the ground.

Durisat
Posts: 2
Joined: 27 Aug 2016, 04:12

Re: Creatures XI

Post by Durisat » 05 May 2017, 00:12

So is the collision-detection issue with the gargoyles and imps, a problem with the mod itself or is it breaking the rules of good mods and thereby messing with openmw?

I have a fairly good understanding of scripts, after fixing quite a few mods with broken scripts, but have no knowledge of NIF files.

jmelesky
Posts: 45
Joined: 02 Mar 2017, 20:52

Re: Creatures XI

Post by jmelesky » 05 May 2017, 03:35

Durisat wrote:So is the collision-detection issue with the gargoyles and imps, a problem with the mod itself or is it breaking the rules of good mods and thereby messing with openmw?
As far as I can tell, it's a problem with the mod itself, that Vanilla had some (still unknown) workaround for. The NIFs are missing a bounding box. There's a bug tracking it: https://bugs.openmw.org/issues/2787

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