[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Tue Oct 23, 2012 3:50 am

Yea let me know, I'd like to know if there's an incompatibility somewhere. Because whiterun is fine in mine, and whiterun is unchanged in my mod :shrug:

Your issue is the first time I've heard of it to mate.
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Sierra Ritsuka
 
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Post » Mon Oct 22, 2012 9:41 pm

OK gave it another go, and one out of the two stuck, loading HIS after OC was a no no, nothing in the city loads at all it's completely deserted and have to coc somewhere and then go back, that's both with mods and with just the two of them loaded. However loading HIS before OC this time it didn't hang on the loading screen so that could of been due to something else...what though I don't know, I done some of the quest and was back and forth and it was loading okay. So the only certain thing is it has to load before OC.
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Nana Samboy
 
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Post » Tue Oct 23, 2012 3:07 am

Ok mate thanks for letting me know :smile:

I'll see if I can do some tests, maybe it's something I can do. It's doubtful though, clearly Open Cities can't load before HIS.
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xx_Jess_xx
 
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Post » Tue Oct 23, 2012 1:07 am

Ok so after some testing you're right. Open Cities Skyrim needs to load after my mod :smile: BOSS now loads Open Cities after my mod, thanks for SilentSpike.

In testing I never experienced hanging load screens, or even long load screens, so not sure where that problem came from oxide :smile:

Also updated all pages where this mod is hosted (Nexus, TESA, Steam) to inform about load order, and I have also finally uploaded the No Perks version to my TESA mod page! Yay.
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Ryan Lutz
 
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Post » Tue Oct 23, 2012 9:09 am

If there are any fans of this mod who are a dab hand with photoshop type stuff, I'm looking to improve my mod banner/logo. This sorry excuse http://static.skyrim.nexusmods.com/mods/images/18866-1-1339853721.jpg just doesn't cut it any more lol.

I'd be really grateful for some help with this. Let me know if you have any ideas :smile:
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Horse gal smithe
 
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Post » Mon Oct 22, 2012 10:06 pm

Get me a better looking screenshot and I'll see what I can do.
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Monika
 
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Post » Tue Oct 23, 2012 2:11 am

I was hoping someone would have some inspiration :tongue:

On another note, if it's ok with the admins over there, I've added a page for my mod on the Elder Scrolls Wiki. It'll go into more detail about the mod and it's content than I can on the hosting sites. Will be adding more content over there as and when, with hints and maybe walkthroughs for quests incase people are stuck. I just want to create a good experience for players, on and off the actual game :smile: This is something I've always planned on doing as the mod gets bigger. And as the download numbers have been flying up over the past week or so, I thought it a good time to do it.

http://elderscrolls.wikia.com/wiki/Mods:Hunting_in_Skyrim
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kirsty joanne hines
 
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Post » Tue Oct 23, 2012 5:32 am

I was hoping someone would have some inspiration :tongue:

On another note, if it's ok with the admins over there, I've added a page for my mod on the Elder Scrolls Wiki. It'll go into more detail about the mod and it's content than I can on the hosting sites. Will be adding more content over there as and when, with hints and maybe walkthroughs for quests incase people are stuck. I just want to create a good experience for players, on and off the actual game :smile: This is something I've always planned on doing as the mod gets bigger. And as the download numbers have been flying up over the past week or so, I thought it a good time to do it.

http://elderscrolls.wikia.com/wiki/Mods:Hunting_in_Skyrim
That image looks pretty good as is. It says what the user is going to get for the most part. I don't know if flashier logos make mods more popular. Highly doubt that they do. This mod seems to be best presented with a simple logo. I'm the kind of person who is obsessive over if something fits or looks right for the topic.

The screenshot used pretty much says all there is to say. Maybe if needed, adding some deer horns to the title of the mod in the logo could be a nice touch. Only if it fit the theme and looked sensible, though. I am terrible at photoshopping, so I couldn't do it.
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Allison C
 
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Post » Tue Oct 23, 2012 6:19 am

That image looks pretty good as is. It says what the user is going to get for the most part. I don't know if flashier logos make mods more popular. Highly doubt that they do. This mod seems to be best presented with a simple logo. I'm the kind of person who is obsessive over if something fits or looks right for the topic.

The screenshot used pretty much says all there is to say. Maybe if needed, adding some deer horns to the title of the mod in the logo could be a nice touch. Only if it fit the theme and looked sensible, though. I am terrible at photoshopping, so I couldn't do it.

It's not about trying to make a flashier mod to draw in the crowds, I just want a nicer logo :) Will probably throw one together at some point, but the mod itself is a priority so things like that can wait :)
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Jesus Lopez
 
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Post » Tue Oct 23, 2012 12:03 am

BBD, I figured out my bow issue. Turns out if I left my mouse plugged into the charger while playing the game or any game for that matter, the mouse acts funny. If I unplug it while playing it acts normal.
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Kathryn Medows
 
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Post » Tue Oct 23, 2012 6:36 am

That's good to hear mate :)


Quick progress update. I've finished 3 radiant quests, which have hundreds of possible variations. These 3 are Standard Contracts. I will be making different levels for Contract quests. So Common, Standard, Advanced, Prestigous (or something like that list). Each gets progressively harder than the previous type.

Now that these are in place and I have my system and my scripts, I can start making more easy and hard quests. The system I've designed is scalable, which is good for timeframes and stuff.

If anyone has any cool ideas for quests post them, I'm open too all sorts :)
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Vicki Blondie
 
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Post » Tue Oct 23, 2012 10:43 am

Maybe a bit cliché, but what about a werewolf infestation or something along them lines? Reports of killings and no one knows what or who the cause is so they call in a hunter to use there tracking skills to find the source and you stumble upon a lair of them with the "boss" one being 2 maybe even 3 times bigger then the average werewolf...sounded good in my head :shrug:
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xxLindsAffec
 
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Post » Tue Oct 23, 2012 12:17 am

Maybe a bit cliché, but what about a werewolf infestation or something along them lines? Reports of killings and no one knows what or who the cause is so they call in a hunter to use there tracking skills to find the source and you stumble upon a lair of them with the "boss" one being 2 maybe even 3 times bigger then the average werewolf...sounded good in my head :shrug:

Ssshhhhh ;)
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Justin Bywater
 
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Post » Mon Oct 22, 2012 9:28 pm

:tongue:
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Cathrin Hummel
 
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Post » Mon Oct 22, 2012 11:11 pm

:tongue:

Yep already thought of that :tongue: But that idea for a quest is part of my "Dynamic Plans". Probably won't be available if you've completed the

Spoiler

Companions Questline, as it would contradict what you (the player) just did with them lot.


Currently now working on fleshing out the story aspect of the mod, I have a couple of ideas as to how to continue on after the Great White quest. I'm going to start having the Guild become kind of recognised, and gain more prestige. Because they have to be set aside from the Poachers/Hunters in the game already. As already mentioned somewhere, that's basically what the Guild currently is; Poachers. But, they will be sanctioned by the Jarls and the like, and to do that, I need relevant story elements. That's what I'm working on now, building the start of establishing the Guild in the province.
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Mel E
 
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Post » Tue Oct 23, 2012 6:27 am

i was playing "Nehrim - At fates edge" these days, a total conversion mod for Oblivion, and i was amazed by the way hunting was improved in that mod, lots of creative hunting related quests and the awesomeness feature of it was that we needed to buy books (very expensive, almost 1000 septims each in nehrim) from hunters (that could be adapted in perks earned using the normal perk points or by buying books or training with hunters of the guild) to get knowledge on how to proper "skin" an animal, a book to learn how to skin hides from animals, a book to teeth, a book to hearts, a book to claws, a book for talons and a book to horns, without learning any of these skills we could only take raw meat from animals, this would be an amazing way to improve this mod and hunting in Skyrim :biggrin:
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Code Affinity
 
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Post » Tue Oct 23, 2012 9:43 am

Yep already thought of that :tongue: But that idea for a quest is part of my "Dynamic Plans". Probably won't be available if you've completed the

Spoiler

Companions Questline, as it would contradict what you (the player) just did with them lot.


Currently now working on fleshing out the story aspect of the mod, I have a couple of ideas as to how to continue on after the Great White quest. I'm going to start having the Guild become kind of recognised, and gain more prestige. Because they have to be set aside from the Poachers/Hunters in the game already. As already mentioned somewhere, that's basically what the Guild currently is; Poachers. But, they will be sanctioned by the Jarls and the like, and to do that, I need relevant story elements. That's what I'm working on now, building the start of establishing the Guild in the province.

from what we hear from the hunters in game, free hunting is forbidden or not very encouraged in the holds (that medieval law that the wild animals belongs to the lord of the land, the jarls in Skyrim), you could do something to the storyline about this too, maybe as the guild became recognised the jarls became upset that their animals are being hunt not only by their own huntsmen, some trouble then with the jarls but in the end they recognize the guild and allow it to free hunt in their lands, maybe even patronizing it with official branches of the guild in the major holds (in the cities or their outskirts), fell free to use this idea in any way you wish and good luck with this awesome mod :smile:
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Krystal Wilson
 
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Post » Mon Oct 22, 2012 11:49 pm

Some good ideas there mate :)

I could easily achieve something similar, but would probably require changing animal death items, which may cause compatibility issues with mods like Real Wildlife and SkyTEST.

Something to mull over though :)

And yes basically that's the plan as far as story goes. Try and win the Jarls approval. Maybe having to do something for the Jarl in each hold. We'll see how it pans out :)
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Roy Harris
 
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Post » Mon Oct 22, 2012 8:32 pm

Some good ideas there mate :smile:

I could easily achieve something similar, but would probably require changing animal death items, which may cause compatibility issues with mods like Real Wildlife and SkyTEST.

Something to mull over though :smile:

And yes basically that's the plan as far as story goes. Try and win the Jarls approval. Maybe having to do something for the Jarl in each hold. We'll see how it pans out :smile:

hmm, maybe a patch supporting these two mods? they are the best/largest animal mods for Skyrim, i personally use SkyTEST an it's amazing :)

/ amazing! can't wait to play this mod and do the storyline once it's completed, my hunter character finally will have much more dept :biggrin:, good luck man!
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Adam Kriner
 
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Post » Tue Oct 23, 2012 2:27 am



hmm, maybe a patch supporting these two mods? they are the best/largest animal mods for Skyrim, i personally use SkyTEST an it's amazing :)

/ amazing! can't wait to play this mod and do the storyline once it's completed, my hunter character finally will have much more dept :biggrin:, good luck man!

Yea possibly I'll look into it when the time comes :) for now though, it's quests quests quests... and a smidgen of level design.

Thanks mate :)
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Anthony Diaz
 
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Post » Tue Oct 23, 2012 2:49 am

Hi Da,

re quests I`d like to mention one of my pet obsessions:

- reforming or destroying the Companions in whole or just the inner circle, depending on the situation.

Werewolving is a capital offence in Skyrim and when player realizes that this affliction is not only tolerated but propagated even within a part of the Companions at least, he gets the chance to solve the problem. If also a member of the Companions a PoD might be when the player is enticed to become a werewolf himself. He may suggest instead curing of those afflicted and if turned down, well...
If the player is not a Companion member a PoD can be him witnessing a Companion turning. This will break the MQ AFAIU, but who cares...

Rgds, Haldir
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pinar
 
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Post » Tue Oct 23, 2012 10:12 am

Sounds interesting mate :)
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Rob Smith
 
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Post » Tue Oct 23, 2012 7:26 am

So I'm already planning a big expansions/addition for this mod way down the line. Obviously the extent of it is either sat in my little head, or now spilled over my forum page. But nonetheless I thought if tell you guys to get a feel for it.

The plan... "Ah [insert player name here] you're just in time for our Hunting Excersion! We're setting sail to a faraway unmapped island. There have been reports of strange beasts and legendary monsters!"

The idea is a new island (in its own worldspace) which contains dense forests and dark caves, and new creatures never seen before in Skyrim. The player will accompany/lead a hunting party on a great adventure sure on one thing; the prize for risking the journey will be beyond anyone's wildest dreams.

~~~~~~

Now I would like to keep it lore friendly, in terms of location, so maybe it could be a lost island of Akavir or something. Still just ideas, but what do you think? :)

P.S. No silly monsters either, like dinosaurs etc.
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Sanctum
 
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Post » Tue Oct 23, 2012 12:41 am

So I'm already planning a big expansions/addition for this mod way down the line. Obviously the extent of it is either sat in my little head, or now spilled over my forum page. But nonetheless I thought if tell you guys to get a feel for it.

The plan... "Ah [insert player name here] you're just in time for our Hunting Excersion! We're setting sail to a faraway unmapped island. There have been reports of strange beasts and legendary monsters!"

The idea is a new island (in its own worldspace) which contains dense forests and dark caves, and new creatures never seen before in Skyrim. The player will accompany/lead a hunting party on a great adventure sure on one thing; the prize for risking the journey will be beyond anyone's wildest dreams.

~~~~~~

Now I would like to keep it lore friendly, in terms of location, so maybe it could be a lost island of Akavir or something. Still just ideas, but what do you think? :smile:

P.S. No silly monsters either, like dinosaurs etc.

wow, amazing ideia, what do you think about Solstheim? it's an Skyrim's island that is not present in the game, was in morrowind and the entire bloodmoon DLC was in it, would be an interesting place to see again and hunt in it's forests, also there is a mod that was rebuilding Sotsheim but was abandoned a long time ago with a part of the island already made, maybe you could ask permission to continue it and develop the expansion quests in it? :D

http://skyrim.nexusmods.com/mods/10912
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Dalton Greynolds
 
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Post » Tue Oct 23, 2012 10:26 am

There is still a mod working on Solstheim, so not sure about that....
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Janette Segura
 
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