[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Mon Oct 22, 2012 9:15 pm



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

- Hypno

I agree mate, currently mulling over how I could implement these features (by that I mean technically) :)
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Mon Oct 22, 2012 9:05 pm

I'm at work, bored out of my skull. I'll have a poke around the ck wiki and if I can come up with something that seems in my head like it'll work, I'll PM ya

- Hypno

User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Tue Oct 23, 2012 11:12 am

I'm at work, bored out of my skull. I'll have a poke around the ck wiki and if I can come up with something that seems in my head like it'll work, I'll PM ya

- Hypno

Nice one mate that's ace :smile: I'm thinking a placeable activator of some kind, that finds the nearest type of animal when activated, and "lures" it towards it. No idea how to do that (well, some) but like everything else with a bit of searching/CK forum posting I'll figure it out.

Let me know if you come up with something mate :smile:
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Tue Oct 23, 2012 8:28 am

I'm just working out how many combinations there can be from a dynamic quest I'm working on. If I'm doing it right (which doesn't seem likely, given the result :shrug:) there are a possible 2,024 different combinations lol. Not sure if I'm working it out right though, maybe someone can help?

The quest picks everything at random. The NPC, Item to get, and Amounts of the item to get. There are:

18 possible NPCs
3 Different types of item
3 Different amounts of the item

The player gets given 3 of these sample points at a time. NPC, Item, Amount. So an Example, get 7 Hawk Feathers for Arcadia in Whiterun.

I have other quests that have as many as 15 different numbers of items to get. This quest is more about the radiant NPC picking I've done.

Is that amount right? A possible 2,024 different quests from this one quest?
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Mon Oct 22, 2012 11:33 pm

I work in a betting shop so I'm used to these types of calculations.

Translating it into my world:

18 selections in race 1
3 selections in race 2
3 selections in race 3

18 x 3 x 3 = 162 bets (different combinations)

BTW, check your inbox, I think I figured out the Animal Scent Bait :)

- Hypno
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Mon Oct 22, 2012 9:45 pm

I work in a betting shop so I'm used to these types of calculations.

Translating it into my world:

18 selections in race 1
3 selections in race 2
3 selections in race 3

18 x 3 x 3 = 162 bets (different combinations)

BTW, check your inbox, I think I figured out the Animal Scent Bait :smile:

- Hypno

lol I just replied, also asking you to check my maths :P

Thanks for the scripts, I'll get experimenting in the week and see what I can come up with. I'll start small, say 2 animal types in the formlist, and pick a place close to them. Will keep you posted :D
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Tue Oct 23, 2012 12:51 am

Hi Da,

will the new release be save compatible with 1.2.1?

And I`m not too keen on special weapons only good for hunting, lots of effort for little gain. Unrealistic even. Most hunting arms are quite useful for killing people too.

Rgds, Haldir
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Tue Oct 23, 2012 1:50 am

Hi Da,

will the new release be save compatible with 1.2.1?

And I`m not too keen on special weapons only good for hunting, lots of effort for little gain. Unrealistic even. Most hunting arms are quite useful for killing people too.

Rgds, Haldir

Oh yes mate I'm making sure as best I can. I have a save myself after the final quest in 1.2.1 which I use to test new content and new scripts added, as if someone has updated from 1.2.1 to the next version.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Tue Oct 23, 2012 9:55 am

So, what new features and goodies are making it to the next release?
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Mon Oct 22, 2012 9:20 pm

So, what new features and goodies are making it to the next release?

Well that's a good question :smile:

I'll list what is confirmed. There will likely be more, but for now here's just what I will defo have completed:


2 x Main Guild quests
These will move the actual Guild story along further


Phase 1 of the new Hunting Guild, located somewhere on the Tundra
This includes exterior and interior. The NPC Elberond will move here after another 1 or 2 main guild quests.
WIP Screenshot here - http://static.skyrim.nexusmods.com/mods/images/18866-1-1346189081.jpg


1 x new Legendary Creature
This may be 2, I have them already, just need to flesh out the Hunting aspect. 1 is a full side quest.


3 x Regular Contract Quests, dynamic/random and radiant, with a combined total of 290 possible variations.
These quests are Get X Amount of Y Object for Z NPC. Two of them are for regular NPCs (Alvor in Riverwood, and the two Solitude Blacksmiths), and the other one could be for any one of 18 possible NPCs in the game.

WIP Videos of this feature here - http://www.youtube.com/watch?v=N1bbhwDtoqM, http://www.youtube.com/watch?v=Tgm5O5BR7Pw.


An animal luring system of some kind, currently thanks to hypno88 for the scripts and ideas as to how I can implement this feature :) Basically place Scent on the ground, and an animal will be drawn to it.


So far that's all confirmed. There are some things I'm keeping under wraps for now ;)
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Tue Oct 23, 2012 3:27 am

Quick update on progress.

I'm working on the scent/bait system with hypno88 (he's doing most of the work like ;)) and working on the quests. I was hoping to have a good sized update released this month, but time is tricky so don't want to rush it.

I have 2 weeks off work from the 1st October so I'm looking at really getting stuck in then. When 1.3 is released there will literally be hundreds of possible side quests, as well as a few Guild ones to progress the story :)

Edit: Now sat at 100 endorsemants on the Nexus ;)
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Tue Oct 23, 2012 3:50 am

Quick update on progress.

I'm working on the scent/bait system with hypno88 (he's doing most of the work like :wink:) and working on the quests. I was hoping to have a good sized update released this month, but time is tricky so don't want to rush it.

I have 2 weeks off work from the 1st October so I'm looking at really getting stuck in then. When 1.3 is released there will literally be hundreds of possible side quests, as well as a few Guild ones to progress the story :smile:

Edit: Now sat at 100 endorsemants on the Nexus :wink:
I'm happy this mod is getting so much attention. It deserves it. You have done well at making a guild of hunters that isn't out of place at all, for one. I love how you are making sure this guild fits in.
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Mon Oct 22, 2012 11:28 pm


I'm happy this mod is getting so much attention. It deserves it. You have done well at making a guild of hunters that isn't out of place at all, for one. I love how you are making sure this guild fits in.

Glad you like it mate :) just trying to make something that seems like it should/could be in the game already. And also something that's fun and challenging. I like Guilds so :)
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Mon Oct 22, 2012 10:55 pm

I have good news. Because of the amazing support and downloads I've been getting, as well as reaching 100 endorsemants on the Nexus (not as much as say, Alternate Start, or SUPR GR8 ENB WOW SerEEZ 3, but hey ho), I have decided to skip making a no perk tree version for 1.3 and just made a version of 1.2.1 with NO PERKS. That means it should be fully compatible with any perk changing or skill tree editing mods :D

You can download the BSA No Perk Tree version on the nexus page - http://skyrim.nexusmods.com/mods/18866/
Or on the Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=95657304


Thank you to everyone for the support, and to all the members who've helped me with scripts and other CK business.

P.S.

I know a few of you were waiting for this ;)
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Mon Oct 22, 2012 10:14 pm

So, does this overwrite the last update that had some of the perk tree fleshed out?

Will there be a different version with the perk tree?

BTW, I was just about to post in here asking for an update and lookie, there is.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Tue Oct 23, 2012 8:54 am

The no perks is exactly the same as 1.2.1 but no perks :)

If you have perks or any quests done in your save, and then switch to the no perk version, you will lose all your progress with the mod. It's like starting again. This was mainly for people who were waiting for a no perk version :)

I'm going to release an addon, DLC style that has challenges (this is the plan anyway). This is intended to work with both versions. You'll be rewarded with perks and abilities etc for completing tasks. These tasks won't be like normal quests.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Tue Oct 23, 2012 12:30 pm

Very good. So, then I won't download the new update. I'll wait for your DLC.

I voted for your mod for mod of the month. I think it deserves it. Very ambitious.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Tue Oct 23, 2012 2:29 am

Very good. So, then I won't download the new update. I'll wait for your DLC.

I voted for your mod for mod of the month. I think it deserves it. Very ambitious.

Thanks mate I appreciate the support :)

So you've already made progress in the normal version of the mod? How you finding it?
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Tue Oct 23, 2012 12:09 am

Actually, I haven't made much progress past the first wolf quest. When I did it I was only like level 4 or something. I tried to do the second quest after that but since I was low level with some poor gear I kept getting my [censored] kicked.

Plus, on top of that I have the bow bug where I can't use my bow, it just rapid fires arrows 2 feet in front of me rendering it completely useless. I've been looking for a bug fix for it but have had no luck.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Mon Oct 22, 2012 10:09 pm

Actually, I haven't made much progress past the first wolf quest. When I did it I was only like level 4 or something. I tried to do the second quest after that but since I was low level with some poor gear I kept getting my [censored] kicked.

Plus, on top of that I have the bow bug where I can't use my bow, it just rapid fires arrows 2 feet in front of me rendering it completely useless. I've been looking for a bug fix for it but have had no luck.

That's no good is it, have you posted in the PC forum mate?
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Tue Oct 23, 2012 7:22 am

Not yet. I'm going to try the, "drop equipped item and arrows" trick that I just read about before bringing it to the forum.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Tue Oct 23, 2012 6:45 am

Not yet. I'm going to try the, "drop equipped item and arrows" trick that I just read about before bringing it to the forum.

Ok mate hope you sort it soon :)
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Tue Oct 23, 2012 5:44 am

Hey BBD got a little prob going of, new play through as a hunter and also have open cities in the list, problem I got is every time I come out of the huntsman place (i forget the name) it just hangs on the loading screen. Another thing, BOSS sets it to load after open cities which caused problems, if loading after open cities it only half loads, your in the city but all NPCs are missing you cant enter no more buildings and it just says open when you go up to the door and when I activate it it just opens and closes, and the smithing things outside Warmaidens is missing as well but loading before open cities that's when it hangs on the loading screen coming out of huntsman place...bit of a catch 22.

All other interiors are fine it's just the huntsman place with the guild in it.

Any suggestions?
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon Oct 22, 2012 9:15 pm

I'm not sure how that could happen, as I haven't changed anything to do with Whiterun atall. Just objects inside the Drunken Huntsman (not the door to exterior).

absolutely nothing in Whiterun is touched, so if it's my mod I have no clue why :shrug:
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Oct 23, 2012 9:44 am

Hmm strange, I wasn't far is and am starting over again booting out a bunch of unneeded mods to will give it another go, but when I removed it from the list things loaded as normal, but yeah as I say I'll try again and tell ya what happens.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

PreviousNext

Return to V - Skyrim