[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Tue Oct 23, 2012 5:55 am

Hi Da,

abt. building relations with other guilds/factions it′s best to realize that these might be or become hostile...
And the other way round too of course.

Rgds, Haldir

Yea that's a good point mate something to think about :)
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Rich O'Brien
 
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Post » Tue Oct 23, 2012 12:46 am

Thought of another thing you could possibly add along side the kill tracking system, on more specific hunts (might be a bit much for all of them but then maybe not) how about something like a clue system, so when looking for [insert name here] you could add a bunch of little clues EG, tracks, blood, other dead animals or people, broken branches, them kind of things and have like a total or like 10 or whatever you feel would be a good amount, and if all clues are found it give you a more exact location of there your prey could be. Been playing LA Noire recently so all pretty much based of that :)
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MatthewJontully
 
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Post » Tue Oct 23, 2012 9:01 am

Thought of another thing you could possibly add along side the kill tracking system, on more specific hunts (might be a bit much for all of them but then maybe not) how about something like a clue system, so when looking for [insert name here] you could add a bunch of little clues EG, tracks, blood, other dead animals or people, broken branches, them kind of things and have like a total or like 10 or whatever you feel would be a good amount, and if all clues are found it give you a more exact location of there your prey could be. Been playing LA Noire recently so all pretty much based of that :smile:

Mate that's a great idea. And to tell you the truth, is kind of what I had in mind at the beginning. Although back then it was simplified (see the first quest you do for the guild; kill the wolf). However now with my knowledge of CK and scripting, something like what you suggest would actually be really easy. Like, super easy. The hardest part would be the quest design itself (what clues, story etc), not the function of clue finding/stat tracking.

And having played LA Noire a lot myself, I can see it in action :smile:
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stacy hamilton
 
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Post » Tue Oct 23, 2012 8:25 am

So I go on about my totally random/radiant quests, but so far you've only seen (in video) the item as random, and the amount of items to get. Here is a video showing my totally random/radiant/whatever quest :)

http://www.youtube.com/watch?v=jpbEyjcNJHU

A single quest, with many many possible variations.
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El Goose
 
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Post » Tue Oct 23, 2012 3:19 am

LMAO was that advlt deer bugging you a bit was it lol :rofl:
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Brian LeHury
 
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Post » Tue Oct 23, 2012 7:49 am

LMAO was that advlt deer bugging you a bit was it lol :rofl:

It's Stoptober, so I wasn't in the mood for any moaning Marys ruining my video :tongue:
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Chloe Lou
 
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Post » Mon Oct 22, 2012 9:23 pm

Looks great. DLing now :)
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Logan Greenwood
 
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Post » Tue Oct 23, 2012 4:58 am

Good stuff look forward to your feedback mate :)
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Theodore Walling
 
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Post » Tue Oct 23, 2012 10:42 am

I've made a new video, a quick preview of the new Hunting Guild Hall. - http://www.youtube.com/watch?v=2hwZ_YAgiJM

In terms of story, this will be near complete around the time you begin your quests in the Whiterun Guild Outpost (as seen at the start of version 1.2.1). It will be completed after a certain amount of main guild quests (new ones coming in version 1.3). It will have upgrades the player can purchase/earn. More info to follow on that.

Let me know what you guys think :)
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Shianne Donato
 
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Post » Tue Oct 23, 2012 7:46 am

Structures looking nice so far, would it be possible to put it in the actually workspace so we have no loading doors...that would be nice :D
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Shelby McDonald
 
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Post » Tue Oct 23, 2012 2:32 am

Structures looking nice so far, would it be possible to put it in the actually workspace so we have no loading doors...that would be nice :D

It would easily be possible mate but with the amount of content that's going to be inside it'll likely be laggy as hell for most people.

Smaller outposts you can have constructed will be a mix of internal and external buildings though :)
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Esther Fernandez
 
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Post » Tue Oct 23, 2012 11:20 am

Ahh that's to bad, but the fact there will be lots of content is always a plus so all good :)
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emma sweeney
 
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Post » Mon Oct 22, 2012 10:11 pm

Ahh that's to bad, but the fact there will be lots of content is always a plus so all good :smile:

Yea man :)

I know you're waiting for the update, and I'm nearing the end of week 1 for my 2 weeks off work, but it's not ready for release yet. This is the week I decided to get into weight training again, so that comes first ;)
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jasminε
 
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Post » Mon Oct 22, 2012 9:05 pm

Also working on voicing the Guild Porter for 1.3 :)

If anyone else wants to lend a hand with voice acting let me know :) could do with a lady also.
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Rachie Stout
 
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Post » Tue Oct 23, 2012 7:51 am

Been out of the loop lately. Sorry. When's the new update coming?
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Nicole Elocin
 
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Post » Mon Oct 22, 2012 8:41 pm

Hey man :) I'm hoping by the end of next week before I have to go back to work.
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Ymani Hood
 
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Post » Tue Oct 23, 2012 9:32 am

Work. Faster. ;)

My game is still bugged to all hell though. I can't use bows at all. Makes hunting kind of difficult when you can't draw or equip a bow. I'm going to start Dawnguard so I can nab me a crossbow. At least then I hope to be able to hunt.
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Chris Cross Cabaret Man
 
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Post » Tue Oct 23, 2012 3:57 am

Work. Faster. :wink:

My game is still bugged to all hell though. I can't use bows at all. Makes hunting kind of difficult when you can't draw or equip a bow. I'm going to start Dawnguard so I can nab me a crossbow. At least then I hope to be able to hunt.

lol fair enough :)

Working as fast as I can. I'm a perfectionist though, really try to get it right before release, with the tiniest amount of bugs as possible. Currently only had 3 reported so far out of over 10,000 downloads, and they were just accidental moving of a fence and stuff :)
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quinnnn
 
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Post » Tue Oct 23, 2012 3:23 am

I would like to take the time to thank you for your hard work, and mention I have enjoyed the plug-in thus far. I imagine the update shall be worth the wait, and I will have to recreate my hunter character to send her through this next version as well. :)
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willow
 
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Post » Tue Oct 23, 2012 10:44 am

I would like to take the time to thank you for your hard work, and mention I have enjoyed the plug-in thus far. I imagine the update shall be worth the wait, and I will have to recreate my hunter character to send her through this next version as well. :smile:

Thanks man I'm glad you enjoy it and appreciate the work :smile: You can just upgrade to the new version when it's released, unless you know that and just want a new char anyway :smile:


Quick question to you guys. I'm making my main guild hall interior as you know, and was wondering if the preferred design is less loading doors as possible? See I have attached my feasting hall and sleeping chambers into one massive room. Using roombounds etc I can help with the lag that'll come about from all the content inside. Or, is it best to keep each "area" seperate?
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Brentleah Jeffs
 
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Post » Mon Oct 22, 2012 10:32 pm

I think the sleeping quarters should be separate but the feasting hall attached to the main would be quite cool. I think it would be a good idea to incorporate your training dummies in the training area as well of there is one :)
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adam holden
 
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Post » Tue Oct 23, 2012 2:49 am

Hey guys. New video showing a preview of the Sleeping Chambers for the Guild Hall (Still a WIP). Enjoy :smile:

As always, suggestions welcome.

http://www.youtube.com/watch?v=-ntcJol7vME


Also added links to all the preview videos I've made to the OP.

I think it would be a good idea to incorporate your training dummies in the training area as well of there is one :smile:

Yea I'm going to mate :smile:
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Kyra
 
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Post » Tue Oct 23, 2012 10:39 am

Three new images showing the new Guild Feasting Hall, for the main Guild location :)

http://static.skyrim.nexusmods.com/mods/images/18866-3-1349739134.jpg
http://static.skyrim.nexusmods.com/mods/images/18866-2-1349739133.jpg
http://static.skyrim.nexusmods.com/mods/images/18866-1-1349739133.jpg
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Shae Munro
 
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Post » Tue Oct 23, 2012 11:54 am

Guys I'd like to announce a new feature I have created. Global Hunt/Stat Tracking :smile: http://static.skyrim.nexusmods.com/mods/images/18866-1-1349907274.jpg - http://cloud-2.steampowered.com/ugc/596984122159499393/681F8279FC40C2A504CAC7FCDBAABBCDFFEE74B8/

I was going to upload a video but a screenshot will do. There will be a Guild Log Book that the player is given. It'll track stats such as Deer Killed, Standard Contracts completed, and lots of other things. Think of it as a kind of Hunting Guild "Pokedex" :wink:

Each time you make a single kill of an animal, my mod will track it. Similar to how the global statistic Animals Killed works. The plan is to implement these when the Guild is established (another couple of quests after Great White).

Suggestions welcome as always :smile:
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djimi
 
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Post » Tue Oct 23, 2012 5:06 am

cool feature :trophy:
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Justin Bywater
 
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