[RELzWIPz] Hunting in Skyrim - Thread #4 (Status: Version 1.

Post » Mon Feb 18, 2013 9:33 am

http://www.gamesas.com/topic/1384079-relzwipz-hunting-in-skyrim-guild-perks-prices-challenges-and-more/ | http://www.gamesas.com/topic/1404969-relzwipz-hunting-in-skyrim-thread-2/ | http://www.gamesas.com/topic/1419024-relzwipz-hunting-in-skyrim-thread-3/

Current Mod Version - 1.2.1
See below changelog for changes and planned updates.


- Download Links -

Normal Version
Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=77106202
TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1267-hunting-in-skyrim/

No Perks Version
Also on Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=95657304


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Hunting in Skyrim aims to bring to the game a better hunting experience. New gameplay mechanics will be introduced changing the way players hunt, survive, and obtain animal parts and skins from their kills, taking the experience to a whole new level. At it's base level, this mod is working to make living and earning off of the land more exciting, challenging, and much more rewarding. However these new features and gameplay mechanics are fused together by the core idea of the mod; bringing a new Hunting Guild into Skyrim.

The Hunters of Skyrim will become an economic and public service powerhouse, providing services such as pelt/animal part collecting, hunting for game or sport, as well as protecting the good people of Tamriel from the foulest of beasts the lands have ever seen. The reach of the guild will be almost unlimited, and it will have outposts strewn across Skyrim, as well as in Solstheim, High Rock, Valenwood, and who knows where else. The player will follow the journey of this guild from it's humble beginnings, right up until the climix of it's tale, rising through the ranks as the guild grows in size, strength, and renown. Unlike some stories being told in the world, the player may not be the star of the show in this yarn. The guild will grow around them, and will be a living breathing establishment that's lore friendly and fits in perfectly with the rest of the game.


The player can expect to undertake simple pelt gathering missions, small hunting missions of ease with the right skills, quests to slay the mightiest of beasts, and will follow a story that will rock the fabric of the land. Players will learn new skills, earn unique perks, obtain unique weapons and armour, travel the length and breadth of Skyrim and beyond; all of this centred around a radiant and dynamic faction. Building new outposts, upgrading as they go, players will be able to customise how the guild itself is created. Using crafting mechanics similar to Hearthfire, players will even be able to craft unique trophies from their special hunts.

The story of the Hunters of Skyrim is just beginning. Where it will end, is up to you.

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What this mod currently does


In it's current state this mod adds a Hunting Guild to Skyrim. The player can complete quests and challenges, rising through the ranks and gaining renown for completing tasks. The initial Guild hub is based in the basemant of the Drunken Huntsman in Whiterun. Once the main Guild Hall is complete outside, the initial hub will become a Guild outpost.

I have also introduced new perks to the game, centered around hunting. They give bonuses to both damage and protection against animals, and at later levels, all creatures including Dragons.

The first Legendary Animal is added to the game, as part of a Guild Quest.

The base value of hunting "loot" has been increased so that it's a much more viable source of income. I have tried to keep it balanced and the values not too high.

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Features coming in the next update (1.3)

Update 1.3 will include more main quests, new legendary creatures, radiant contract quests, guild recruitment, stat tracking, new skills (Hunting and Skinning skills) that are tracked in the stats book so won't affect the standard skills, and much much more. Below are videos of just some of what you can expect:

Unique Features.

NEW! http://static.skyrim.nexusmods.com/mods/images/18866-2-1349955855.jpg - Tracking system for all animals killed, Guild contracts completed etc.
NEW! http://www.youtube.com/watch?v=wD3oQLfj1FI - Preview video of the new feature coming in 1.3; Carcasses. They will replace normal hunting loot, and create a whole new hunting system. See video and YouTube description for details.
NEW! http://www.youtube.com/watch?v=CAMXt6cEsmE - Crafting trophies to decorate the Guild halls.
http://www.youtube.com/watch?v=lvepV5IIUlI - Video showing how I can track kills in quests, allowing more player freedom for hunting quests.


Contracts. Quests that allow dozens and sometimes hundreds of variations for repeatable "Contract" quests.

http://www.youtube.com/watch?v=2PPtyj2r884 - Showing the dialogue system to give the player a contract at random.
http://www.youtube.com/watch?v=N1bbhwDtoqM - Showing the amounts needed for contracts can be random.
http://www.youtube.com/watch?v=Tgm5O5BR7Pw - Showing the Pelt/Object required can be random each time.
http://www.youtube.com/watch?v=jpbEyjcNJHU - Showing a fully random quest. NPC, Object, and Amount is always random.

NEW! http://www.youtube.com/watch?v=ertiE53DFjQ - A simple radiant export quest shown here.

NEW! http://www.youtube.com/watch?v=REjPMplGYmI - A simple radiant export quest shown here.


Guild Hall Videos. Showing the new Guild Hall I'm working on for version 1.3.

http://www.youtube.com/watch?v=2hwZ_YAgiJM - Showing the Main Hall, Feasting Hall, and external buildings.
http://www.youtube.com/watch?v=-ntcJol7vME - Preview of the Guild Hall Sleeping Quarters. Showing various rooms for the player, Guild Porter, and Guild members.
NEW! http://www.youtube.com/watch?v=iW_gsK-YCrs - Preview of the Whiterun Outpost armoury, with my training dummies.


http://skyrim.nexusmods.com/mods/18866Many more screenshots and videos can be found on my Nexus mod page here.

I am aiming for release of 1.3 in the next 2-4 weeks, depending on time. Dragonborn DLC has thrown a spanner in the works in terms of my radiant quests, so I need to fix those before I can release. Expect a hefty upgrade when you move to version 1.3.

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A WORD OF WARNING

My coming update, version 1.3, changes how the initial quests play out. This is down to user feedback that I have receieved. The quests and scripts will be different than in this version on Steam (version 1.2.1). Now as you know Steam updates your mods automatically. Because of this, if you are working through the quests and Steam updates the mod on your system, it will likely break the mod.

Sadly there's nothing I can do about this. There are however 3 things I can recommend for you to do.

1. Play through the mod up until and complete the Great White Stag quest. This will set you up ready for the next update.

2. Do not start any quests atall in this mod until the next version is released.

3. Unsubscribe to the mod on here and download/install it from one of my other hosted pages like TES Alliance, or Skyrim Nexus. That way you can control when your mod gets updated.

Users who have downloaded from these sources will be informed in detailed updating/installation instructions how to update the mod before they physically do.
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BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Mon Feb 18, 2013 3:11 am

** Reserved for changelog **

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Spoiler


- Version 1.2 (Guild and Quests) 12/8/12 -

- Added the start of the Guild, in the basemant of the Drunken Huntsman. Navmeshed, so follower friendly.
- Added Elberond, the Guild Porter, for dialogue and quests (silent voices)
- Added quests, 5 in total to get the mod started
- Added some dynamic dialogue to the Hunters already in the game (silent voices)


- Version 1.2.1 (Guild and Quests - Fixed land) 13/8/12 -

- Fixed skewed land near Whiterun.


- Ongoing and near-future plans (Updated 11/11/12) -

- Mod will require Update.esm as a master file, meaning you will need to have an updated game to use my mod (Complete)
- Pelts added by Real Wildlife (Like Large Bear Pelts) will count towards pelts counts, during some quests (Complete)
- Complete Guild Hall itself (progress screenshots will be uploaded). It'll be located somewhere in the wilds, rather than beneath the Drunken Huntsman. Follow the comments to stay updated on this. (50% Complete)
- Add Skinning & Crafting system (Complete)
- Add ambient acoustic guitar music to guild - recorded by myself (1 Track Complete)
- Build main Guild Hall interior (50% Complete)
- Add spoken dialogue to NPCs (ONGOING)
- Add repeatable & radiant "Contract" quests (10 COMPLETE - ONGOING)
- Add more guild Main Quests (3 COMPLETE - ONGOING)
- Add higher level quests for the Guild - (PRIMARY - ONGOING)
- Add Trophies for main guild quest creature kills - (PRIMARY - ONGOING)
- Add Hunters to be members of the Guild. All named with dialogue.


- Bug Fixes (for version 1.3 unless specified) -

- Fixed Elk Hides to read Elk Hide instead of Deer Hide (game issue).
- Fixed pelt trading dialogue to accept the correct Deer and Elk Hides, and fixed the Sabrecat Pelt bug.
- Fixed mod bug where "friendly" animals (dogs etc) would attack the player, like the ones in Dawnguard.
- Fixed game bug where Black Bears had brown pelts, and Brown (Cave) Bears had black pelts.
- Mod has been cleaned with TES5Edit.
- Slanted wall outside of Pelagia Farm.
- Deleted pillar in the Bannered Mare.
- Fixed stair in Whiterun Guild base so actors no longer get stuck at the top. This is a bug with that stair object, in all places in Skyrim you find them... like in Breezehome.
- Fixed a bug which meant all hunters in the game say the line "...you're the one who killed Great White", and only that line.

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Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm


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