[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Tue Oct 23, 2012 10:44 am

P.S.

I like working with buildings and sticking them inside eachother, making for cool interiors and more expansive livings spaces. Please tell me though if that silo looks stupid lol.
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Danii Brown
 
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Post » Tue Oct 23, 2012 5:59 am

Silo looks good. The whole lodge is pretty cool, I would've never thought to put a building inside of a building. Certainly opens the possibility of different and unique architecture designs and styles.

Keep up the great work.
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Donald Richards
 
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Post » Tue Oct 23, 2012 5:30 am

I've decided with the next update I'm going to add a no perk tree version. Not going to worry about adding perks another way just yet, but simply remove the tree changes so it'll be compatible with perk tree mods.
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Campbell
 
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Post » Tue Oct 23, 2012 1:55 am

I've decided with the next update I'm going to add a no perk tree version. Not going to worry about adding perks another way just yet, but simply remove the tree changes so it'll be compatible with perk tree mods.

That is EXCELLENT news to me. And if you want perks in, have a look at mods that people already use a lot and see if you can't make it work with that, or perhaps just a simple compatability optional to go with it. But in the end, it's your mod to with as you please.
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Chloe Yarnall
 
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Post » Tue Oct 23, 2012 2:18 am



That is EXCELLENT news to me. And if you want perks in, have a look at mods that people already use a lot and see if you can't make it work with that, or perhaps just a simple compatability optional to go with it. But in the end, it's your mod to with as you please.

I'm looking at a reward system for my perks :) not sure how I'll implement them yet still working on a few ideas, but it'll likely be a reward for something = unlock perk :)
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Laura Ellaby
 
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Post » Tue Oct 23, 2012 5:15 am

Well, you can also consider making that reward a new active buff instead, that way you don't have to worry about compatability. And, easier to manage too I should think :biggrin: Well, it's an idea anyway.
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Phoenix Draven
 
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Post » Mon Oct 22, 2012 9:17 pm

Well, you can also consider making that reward a new active buff instead, that way you don't have to worry about compatability. And, easier to manage too I should think :biggrin: Well, it's an idea anyway.

Yea something like that mate :)
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Chase McAbee
 
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Post » Tue Oct 23, 2012 4:53 am

Perhaps instead of Rank within the guild you could have a virtual skill, Skinning, the higher it is, the better your skins and as such the more gold you get. This could all just be a number in the background, but shown to you in game as an active ability. "Novice Skinner" "Apprentice Skinner" and so on. And perhaps, regardless of where you sell the skins, you will get a better deal thanks to the quality of the skins.
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rae.x
 
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Post » Tue Oct 23, 2012 9:01 am

Perhaps instead of Rank within the guild you could have a virtual skill, Skinning, the higher it is, the better your skins and as such the more gold you get. This could all just be a number in the background, but shown to you in game as an active ability. "Novice Skinner" "Apprentice Skinner" and so on. And perhaps, regardless of where you sell the skins, you will get a better deal thanks to the quality of the skins.

I like it :) and in 5 seconds I've laid out the scripts in my head to make it work :)

I think something like this is something I'll pursue! :D
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suzan
 
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Post » Tue Oct 23, 2012 7:49 am

Oh, great :D This might also make it a bit more complex, some people like it, like me, but some poeple might prefer it more simple, but here goes:

To make it fully immersive then, the skins will be marked something like "Good Skin" "Perfect Skin" etc, all depending on what your skinning level was when you did "skin" the animal. Belua Sanguinare does something similar with the hearts you harvest, where not all hearts are in perfect condition.

Why I like this is because this will reflect better on the skinning skill working in itself, making the skinning skill to not be just a simple "speechcraft" skill where you get a better price depending on what your current skill is, not what your skill was when you skinned the animal.

Now, this poses another challenge I suppose, and that is when using these skins in crafting. I'm not entirely sure how that would work, perhaps it doesn't matter to the game if the skin was a good one or a perfect one, it might just be able to remain classified as a skin. But I'm just throwing it in here as food for thought :)
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El Goose
 
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Post » Tue Oct 23, 2012 11:12 am

Yea I could just duplicate a skin a few times, and change the name of each to Novice, Expert etc, and also change the value :)

By the way with the help of DreamKing and hypno88 in the CK forum I've made it so the contracts quests are not only random, but the required pelt amounts are random every time to. Pretty cool I think :) just another way to make it more dynamic. I'm all about the dynamics.
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k a t e
 
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Post » Tue Oct 23, 2012 6:27 am

Oh that's cool! Random is always more fun, as long as the reward is equivalent hehe. Oh and about naming the skins, don't name them Novice Skin etc, it would be much better if they reflected on the quality on the skin, like perfect being the best perhaps, I don't know if there are actual terms when it comes to skins ;D. Now when it comes to the actuall skill level of skinning, then yeah, Novice and Apprecntice is good of course.
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Anthony Rand
 
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Post » Tue Oct 23, 2012 12:56 am

Oh that's cool! Random is always more fun, as long as the reward is equivalent hehe. Oh and about naming the skins, don't name them Novice Skin etc, it would be much better if they reflected on the quality on the skin, like perfect being the best perhaps, I don't know if there are actual terms when it comes to skins ;D. Now when it comes to the actuall skill level of skinning, then yeah, Novice and Apprecntice is good of course.

Yea sorry I meant Novice Skill, but Cheap Skin or Perfect like you said ;)

Yea ofcourse the value changes lol. These quests are - Random number of pelts needed - Reward changes depending on your Guild rank. Video of it working here - http://www.youtube.com/watch?v=N1bbhwDtoqM

I may go as far as making what they want random to. So one quest for Alvor in Riverwood may be for Goat Hides, then next Ice Wolf Pelts. We'll see though with that :)
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carly mcdonough
 
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Post » Tue Oct 23, 2012 5:39 am

Yes random pelts seems like the most fun and would be more realistic at the same time. This is shaping up nicely!
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NAtIVe GOddess
 
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Post » Tue Oct 23, 2012 7:12 am

Ok so I figured out how to make not only the required pelt amounts random each time for a quest, but also the required pelt itself. The contracts will be a good mix of total random goods, random number, same number everytime (as in regular orders). Here's the video showing my latest script in action.

http://youtu.be/Tgm5O5BR7Pw
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Danii Brown
 
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Post » Tue Oct 23, 2012 8:36 am

love your mod!
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i grind hard
 
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Post » Tue Oct 23, 2012 5:45 am

love your mod!

lol thanks ;)
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Darlene Delk
 
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Post » Tue Oct 23, 2012 5:57 am

How's about a really radiant quest, where the item, amount required, and NPC are all random each time? Sounds fun? ;)
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Rusty Billiot
 
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Post » Tue Oct 23, 2012 8:04 am

It'd definitely add a bunch more life to the already great mod. So, I'm gonna have to could ahead and say....YES!
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GPMG
 
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Post » Tue Oct 23, 2012 6:58 am

How's about a really radiant quest, where the item, amount required, and NPC are all random each time? Sounds fun? :wink:
Dude, of course! :biggrin:
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Jaki Birch
 
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Post » Mon Oct 22, 2012 9:48 pm

Well I'm glad to hear it guys :D

I was working on it last night. I need to do lots of testing (I do lots and lots) but I seem to have cracked it. This one quest chooses an Alchemist (friendly, not a warlock or anything) somewhere in the world for you to collect some animal gear for. As I have my scripts working for random item and random amount I'll throw then into the quest, and just see how it runs :)
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P PoLlo
 
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Post » Tue Oct 23, 2012 8:09 am

Well I'm glad to hear it guys :biggrin:

I was working on it last night. I need to do lots of testing (I do lots and lots) but I seem to have cracked it. This one quest chooses an Alchemist (friendly, not a warlock or anything) somewhere in the world for you to collect some animal gear for. As I have my scripts working for random item and random amount I'll throw then into the quest, and just see how it runs :smile:
Good to hear that you do a lot of testing. Bugs are the enemy :ph34r:
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Gemma Flanagan
 
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Post » Tue Oct 23, 2012 10:38 am

You know what about equipment based on hunters being available.....like a bow designed just for killing an animal but not to handy when dealing with monsters and humanoids....just my 2 cents,how bout scents and animal calls that lure the animal to the hunter.
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Francesca
 
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Post » Mon Oct 22, 2012 9:08 pm

You know what about equipment based on hunters being available.....like a bow designed just for killing an animal but not to handy when dealing with monsters and humanoids....just my 2 cents,how bout scents and animal calls that lure the animal to the hunter.

All good ideas mate thank you :)
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megan gleeson
 
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Post » Tue Oct 23, 2012 12:31 am

how bout scents and animal calls that lure the animal to the hunter.

I like this idea, makes me want to play Red Dead Redemption again

- Hypno
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helen buchan
 
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