[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Mon Oct 22, 2012 11:27 pm

Sorry, I was lurking, when I lurk I don't look at who exactly is posting :S

I just thought it would be a really awesome way to track prey :D
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Glu Glu
 
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Post » Tue Oct 23, 2012 6:08 am

This is gonna be epic, because I often play as a hunter, basically run around hunt animals and forget about quests lol!
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Rich O'Brien
 
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Post » Tue Oct 23, 2012 10:36 am

This is gonna be epic, because I often play as a hunter, basically run around hunt animals and forget about quests lol!

Yea man I'm excited about it myself, constantly thinking of new ideas and cool things to add :)
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Brentleah Jeffs
 
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Post » Tue Oct 23, 2012 11:06 am

If you want quest ideas, there could be like if people order something for the guild, and you have to fulfil the order. That's one thing,. but I reckon you already thought of that :)
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e.Double
 
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Post » Tue Oct 23, 2012 6:13 am

If you want quest ideas, there could be like if people order something for the guild, and you have to fulfil the order. That's one thing,. but I reckon you already thought of that :)

Already thought of mate ;)

Any other ideas are welcome though. Feel free to post. I doubt you can have too much content added ;)
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Suzie Dalziel
 
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Post » Tue Oct 23, 2012 12:14 am

Ok I've... made some more quests. Don't want to keep spoiling but don't want to go "quiet" either. B)

Now perks, I'm looking at daggers as this is a Hunter's friend as well as a bow. Is that something that will benefit? Some sort of dagger perks?

At this point any new perks will probably be added by a script, instead of using more perk trees.
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Jeff Tingler
 
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Post » Tue Oct 23, 2012 3:42 am

First off, love the mod. Lets me enjoy skyrim without having to worry about all the dovahkiin rubbish. If you're planning to introduce dagger perks, then it might be good to give us something that let's us get closer to the animals before they flee. I'm thinking potions that you can take to temporarily reduce you're smell. Invisibility potions and speed could also be factored in. How hard would it be to check the wind direction and relate that to your position from an animal?
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Cartoon
 
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Post » Tue Oct 23, 2012 7:17 am

Hey man glad you like the mod and love your ideas :)

I'm guessing probably pretty hard lol. I could probably do something about the smell thing, technically just increase sneak for animal detection, using a potion or something like you said :)
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Jessica Stokes
 
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Post » Mon Oct 22, 2012 11:34 pm

With it being a bank holiday I'm going to work on the contracts quests. These are a lot of repeatable quests like get hides for a blacksmith. Depending on your guild rank, your reward will vary :)
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Nauty
 
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Post » Mon Oct 22, 2012 11:21 pm

Sounds very interesting, though I use ACE - Combat Skills, and it modifies the perk tree too, I guess once it's done one can beg for a patch to make this work :D
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Project
 
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Post » Tue Oct 23, 2012 8:51 am

Sounds very interesting, though I use ACE - Combat Skills, and it modifies the perk tree too, I guess once it's done one can beg for a patch to make this work :biggrin:

Or if you want to use both, and aren't too fussed about my perks (for now), just load my mod before Ace in your load order to get the Ace perks :wink:
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Laura Hicks
 
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Post » Tue Oct 23, 2012 3:37 am

Quick video showing the Contracts system working. Basically there will be a list of jobs the player can do, and the game will randomly select one. These are repeatable contracts, but only one can be completed at a time. There will be some that are chosen once you get to a certain level, or when you complete certain challenges. But this system is designed to be continuous, to give the impression of regular guild contracts :smile: This way, I can add tonnes of little quests and keep the content flowing.

http://www.youtube.com/watch?v=2PPtyj2r884

These are a separate extra quest system. There will still be main quests and side quests to complete.
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Rinceoir
 
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Post » Tue Oct 23, 2012 11:51 am

Hi B1gBadDaddy,

Been lurking and following your mod and looking forward to playing it when fully fleshed out!

Just wondered why 15 Sabre pelts nets you 150 gold from the video? If you recalculated the pelts to lowest 40 gold then no one in their right mind would ever risk their lives to hand in the pelts to the blacksmith!?

Also, will you be giving the npc's voice acting?

Thanks for making Skyrim more enjoyable.
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Marcia Renton
 
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Post » Tue Oct 23, 2012 7:50 am

Hi B1gBadDaddy,

Been lurking and following your mod and looking forward to playing it when fully fleshed out!

Just wondered why 20 Sabre pelts nets you 150 gold from the video? If you recalculated the pelts to lowest 40 gold then no one in their right mind would ever risk their lives to hand in the pelts to the blacksmith!?

Also, will you be giving the npc's voice acting?

Thanks for making Skyrim more enjoyable.
Thanks mate :smile:

Ok the way I organise my fetch quests is the reward for doing the quest is given at the end, while the reward for the goods is given when you talk to the guy.

So it goes:

Have the pelts. Talk to NPC.
"Thanks for these!"
Remove pelts. Add gold. Set quest stage to the final stage.
Add gold for quest. Complete quest.

In the video because of how I was testing, you only see the quest reward itself :smile:

You actually get between 25 and 50 gold per pelt depending on your Hunters of Skyrim faction rank. 50 being the max value of my own pelt prices added by this mod.

So the actual reward for that quest, if you are rank 1, is 525 gold. This may change though, I'm still working out what the best and most balanced value of gold a quest reward should be for, as you say, risking your neck. However, a regular NPC has more risk than a trained hunter like you, because they aren't as good as you are :wink:

EDIT

As for spoken dialogue, I do plan on adding it in eventually. I just think the gameplay of the mod is a priority over the voice.
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Emily Rose
 
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Post » Tue Oct 23, 2012 8:09 am

Got you! Thanks for the clarification!
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marie breen
 
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Post » Tue Oct 23, 2012 7:11 am

So awesome. I love reading these updates. Can't wait till you get all this implemented and finished.
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JaNnatul Naimah
 
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Post » Tue Oct 23, 2012 2:18 am

With help from the folks in the CK board I've pruned the system to make it check for things properly. Like if you've killed Alvor the blacksmith in Riverwood, you won't get any quests for him :)
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Eddie Howe
 
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Post » Tue Oct 23, 2012 4:49 am

Nice. This mod is so awesome.
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IM NOT EASY
 
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Post » Tue Oct 23, 2012 12:32 pm

I'll keep an eye on this for the finished version when it is ready.
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Ray
 
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Post » Tue Oct 23, 2012 6:06 am

With it being a bank holiday I'm going to work on the contracts quests. These are a lot of repeatable quests like get hides for a blacksmith. Depending on your guild rank, your reward will vary :smile:
Awesome. So, there should always be a little something to do us hunters :biggrin:. This idea of small continuous contracts is great, and is integral to the idea of a hunting guild (or any guild, for that matter). You should definitely expand on this.

This mod really looks like it's going to be the ultimate hunting roleplaying mod for Skyrim. I'm sure of it.

And I really like how you mention game-balance a lot. Keep it up with that; it'll ensure that the mod feels integrated into the game and not sloppily tacked on.
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My blood
 
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Post » Tue Oct 23, 2012 6:04 am

Couldn't live without this mod :tes:
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Avril Churchill
 
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Post » Tue Oct 23, 2012 7:28 am

Thanks guys :)

@aceGT
Yea I'm going to try and make as many of the repeatable contracts as possible. Some will have level requirements, others you'll need to have completed certain quests or killed certain things. As far as the player know they, it's just fluid and hopefully will stay fresh. Some will also be on a timer to they don't show up very often.

@LittleMerrill7
Lol thanks :P

@ParagonFury
Hopefully the wait won't be too long for you :)
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Crystal Birch
 
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Post » Mon Oct 22, 2012 10:33 pm

I've just had a thought. Although I've written some nice logs for these contracts I'm going to have to make them misc quests. Because otherwise the player could end up with half a dozen Hides For Riverwood quest completions in their journal.

Misc quests disappear when they're complete however, so this will prevent journal clogging with the same quests.
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nath
 
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Post » Tue Oct 23, 2012 6:56 am

The trophies you can erect in Hearthfire are exactly like mine in my mod, and WIP Guild video lol ;)

http://www.youtube.com/watch?v=wN-q7QkBZhc
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Luna Lovegood
 
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Post » Tue Oct 23, 2012 9:39 am

Latest image :smile:

http://static.skyrim.nexusmods.com/mods/images/18866-1-1346189081.jpg

Working on implementing a few more ideas but keeping these close to my chest right now. Suffice to say it's more dynamic content (specifically Guild Hall related), more choice, and all that good stuff.
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Jon O
 
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