[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Tue Oct 23, 2012 4:25 am

Lol thanks :P

Guys should I include Vamps and Werewolves in this list?

http://static.skyrim.nexusmods.com/mods/images/18866-2-1349955855.jpg
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Rob Davidson
 
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Post » Mon Oct 22, 2012 11:21 pm

Lol thanks :tongue:

Guys should I include Vamps and Werewolves in this list?

http://static.skyrim.nexusmods.com/mods/images/18866-2-1349955855.jpg

yeah! that would be awesome for werewolf/vampire hunters :D
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Gill Mackin
 
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Post » Tue Oct 23, 2012 8:03 am

yeah! that would be awesome for werewolf/vampire hunters :biggrin:

Ok cool I've added them to the stats :)
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Ana
 
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Post » Tue Oct 23, 2012 10:30 am

Ok so here's a progress report of my new current working ideas.

1. Hunting Guild Log Book
As seen in the screenshots a few posts up, your Log Book will keep a record of all of your animal and creature kills as a list. Bears, Wolves, Deer etc. It will also track the amount of Contracts you have completed. Still figuring out what else to include on this one :smile: I will probably have it as a guild specific item, so each member will have one. This can then be retrieved when they are killed. It's doubtful it will include dynamically everything the player's one does, but it will look like it.

2. Hunting Guild Newsletter - a la http://reddead.wikia.com/wiki/Newspapers
Upon completion of main guild quests, and killing legendary creatures, there will be a newsletter released detailing what you've achieved, what the guild and other members have achieved, as well as detailing any new leads on cool hunting grounds (these will be added when you're informed of them :smile:)

3. Journal/Note Driven Quests
Bethesda loves to give us little quests with cool story and lore, just by finding some random note in a dungeon or on a dead bandit. Although the benefit of these for us modders is they allow easy creation due to little to no dialogue needed, they also add a little something to the game which I personally love. So I'll be making some of these.

4. Radiant Kill Animal Quests
I already have a cool radiant system for fetch quests (I call them Contracts - Get Mr Blacksmith of X Town Y amount of Z pelts) but I'm going to include the exact same ones that are found in the companions radiant quests. These are radiant, and select an animal den for you to clean out. I'll add these purely because if the Comps are doing it, the Hunters should be to.

5. Lore Inspired Storylines
I'm researching the Imperial Library, and want to include some lore in my quests. For example, you hear about a Hunter named Gromm in the book Horker Attacks. I'm going to include similar ideas, but more along the lines of legendary hunters who didn't quite achieve their kill, and maybe you can pick up where they left off. Finding notes, bodies, and abandoned hunting camps, and all that good stuff.


This mod is pretty large, and being a one-man band is taking a lot longer than I thought it would. I'm going to make this mod the best it can be, so I'm not going to rush. It will be a high quality, and worth the wait, no matter how long it takes to complete, or updates to be released :smile:
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Samantha Wood
 
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Post » Tue Oct 23, 2012 2:04 am

Got to say, this mod is looking fantastic. I've used Hunting in Skyrim since day 1 of its release and have never had any problem with the mod and have enjoyed it thoroughly. But, what you have planned really looks amazing.

Ok so here's a progress report of my new current working ideas.

1. Hunting Guild Log Book
As seen in the screenshots a few posts up, your Log Book will keep a record of all of your animal and creature kills as a list. Bears, Wolves, Deer etc. It will also track the amount of Contracts you have completed. Still figuring out what else to include on this one :smile: I will probably have it as a guild specific item, so each member will have one. This can then be retrieved when they are killed. It's doubtful it will include dynamically everything the player's one does, but it will look like it.

Looks good. Would be cool to have hunting contests within the guild that all members compete in and their kills are tracked. A competition like that could lead to a few storylines/quests and some good NPCs.

2. Hunting Guild Newsletter - a la http://reddead.wikia.com/wiki/Newspapers
Upon completion of main guild quests, and killing legendary creatures, there will be a newsletter released detailing what you've achieved, what the guild and other members have achieved, as well as detailing any new leads on cool hunting grounds (these will be added when you're informed of them :smile:)

Very cool.

3. Journal/Note Driven Quests
Bethesda loves to give us little quests with cool story and lore, just by finding some random note in a dungeon or on a dead bandit. Although the benefit of these for us modders is they allow easy creation due to little to no dialogue needed, they also add a little something to the game which I personally love. So I'll be making some of these.

So cool. I love these quests. The immersion can be so much better when you stumble into some random cave not expecting to find much, but find just a clue that leads to an amazing quest. Couple of my favorites are the Legend of Red Eagle and The Forbidden Legend, but there are so many more.

4. Radiant Kill Animal Quests
I already have a cool radiant system for fetch quests (I call them Contracts - Get Mr Blacksmith of X Town Y amount of Z pelts) but I'm going to include the exact same ones that are found in the companions radiant quests. These are radiant, and select an animal den for you to clean out. I'll add these purely because if the Comps are doing it, the Hunters should be to.

This isn't just fun and games in this guild , there's work to be done.

5. Lore Inspired Storylines
I'm researching the Imperial Library, and want to include some lore in my quests. For example, you hear about a Hunter named Gromm in the book Horker Attacks. I'm going to include similar ideas, but more along the lines of legendary hunters who didn't quite achieve their kill, and maybe you can pick up where they left off. Finding notes, bodies, and abandoned hunting camps, and all that good stuff.

I've been hanging out a lot in the Imperial Library lately. Great resource. That's why I love this game series, the lore is incredible.

This mod is pretty large, and being a one-man band is taking a lot longer than I thought it would. I'm going to make this mod the best it can be, so I'm not going to rush. It will be a high quality, and worth the wait, no matter how long it takes to complete, or updates to be released :smile:

Take your time. When the time comes, I'd be happy to test anything you need.
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Beulah Bell
 
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Post » Mon Oct 22, 2012 9:00 pm

Got to say, this mod is looking fantastic. I've used Hunting in Skyrim since day 1 of its release and have never had any problem with the mod and have enjoyed it thoroughly. But, what you have planned really looks amazing.



Looks good. Would be cool to have hunting contests within the guild that all members compete in and their kills are tracked. A competition like that could lead to a few storylines/quests and some good NPCs.



Very cool.



So cool. I love these quests. The immersion can be so much better when you stumble into some random cave not expecting to find much, but find just a clue that leads to an amazing quest. Couple of my favorites are the Legend of Red Eagle and The Forbidden Legend, but there are so many more.



This isn't just fun and games in this guild , there's work to be done.



I've been hanging out a lot in the Imperial Library lately. Great resource. That's why I love this game series, the lore is incredible.



Take your time. When the time comes, I'd be happy to test anything you need.

Thanks man appreciate your comments :) I like how there is a little following of people for this mod, people like you who've used it since it started lol.

If I have anything that needs testing, like a beta or something, I'll let you know :)
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Anne marie
 
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Post » Tue Oct 23, 2012 4:51 am

Hey guys I'm looking for some feedback on a feature I'm working on. I'll give you the basics. (all still WIP so feedback is welcomed)

So far for the Main Guild hall I've had the idea that the player can decorate the place with pelts, heads, skins etc themselves, rather than me making the walls fully decorated from the off. Not manually place heads (a mod for that is here - http://skyrim.nexusmods.com/mods/19803), but like this:

NPC - "You can have 6 Wolf Heads and Pelts placed in the Main Hall"
Player - Accepts quest. When complete, the wolf heads and pelts are dotted about the place.

How I've done this feature is during the quest, and only during the quest, a new item is added to wolves you kill - a Wolf Carcass. When you take the Carcass from the wolf (currently it just has the model of a Wolf Pelt, but is worth 25 gold - my wolf pelts are worth 20 gold), the rest of the wolf's inventory is added to your inventory, and the wolf itself is deleted. It's pretty cool, and is a working feature I have made in testing. When you have enough of them, you can take them to the NPC and he'll have the decorations added to the Guild shortly after.


What I'm wondering is if I should make this Carcass a new death item for all animals that you can have decorations for, so you can kind of build a stock. That means Wolves, Deers/Elk, Bears, Horkers, Goats, Sabrecats, and Mudcrabs/Slaughterfish. This could be a good thing, being able to build a big stock, especially in the future when the player can have many guild outposts built, also needing hunting decoration. Also it's 100% compatible with death item changing mods, because it uses a quest system to add the item each time.

At the same time, it could be a bad feature all round. In RL, if you take a wolf's carcass, this includes it's pelt. In-game, if I have a Wolf Carcass object, how can the player also obtain a separate pelt? It doesn't make sense.


What are your thoughts on this? Keep it just during each quest? Have it a full feature all the time? Scrap the idea?

Feedback appreciated :smile:
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Leanne Molloy
 
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Post » Mon Oct 22, 2012 8:42 pm

Is it possible to remove the pelt from the death items? Also, I think you meant elk not elf...although elf works too. :devil:
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Lovingly
 
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Post » Tue Oct 23, 2012 1:53 am

Is it possible to remove the pelt from the death items? Also, I think you meant elk not elf...although elf works too. :devil:

Fixed ;)

Yea I could mate, but remove pelts from the game? Not sure that's a good thing lol.
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Cathrine Jack
 
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Post » Mon Oct 22, 2012 11:06 pm

Not from the game itself, but scripting it so that if you can either take a pelt or the entire carcass. I guess a menu would popup asking if you want the entire carcass (which would obviously weigh more) or if you want to take the pelt instead. In the first case, the animal would be removed, in the second it wouldn't be. The same thing could happen with meat and horns and the such.

Thinking about it the menu could say do you want to take the animal carcass. If you say no then the death menu would be what you normally see for that animal and the corpse will act as normal. If you remove something, than it becomes impossible to take the carcass. If you say you want to take the carcass, than you simply take the carcass and the system acts like the death menu doesn't exist.
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Silencio
 
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Post » Tue Oct 23, 2012 12:00 pm

It might be a bit tricky adding a script like that to the dead wolf. Purely because the carcass is added through an alias in a quest, picked by an SM event. Once the carcass is added the quest finishes. Once gone the wolf is no longer an alias.

I suppose what I could do is add to my existing carcass script that when removed it also removes and deletes the wolf pelt. Meaning the player can take everything and leave the carcass, or take the carcass (which includes anything else) and the pelt vanishes.
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SHAWNNA-KAY
 
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Post » Tue Oct 23, 2012 2:02 am

That might work

Basically what I had been thinking was that as long as the quest was active, A question menu would popup asking if you want to take the carcass. If you said yes than the quest would complete as if you had taken the carcass and the death menu would never show. If you said no, then the normal death menu with all the items would show (excluding the carcass). Once you had actually taken one item from that death menu, the quest would finish leaving the animal as it normally is in game (i.e. able to pick up items until the cell resets). Until something is taken, the quest would still be active, so each time you activate the corpse the question of if you want to take the carcass would popup.

Since I'm not a scripter I don't know how feasible this is.
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laila hassan
 
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Post » Tue Oct 23, 2012 3:34 am

The idea of decorating the guild hall yourself is great, however I would just use normal pelts already in game for that. It only makes sense to add a new item if you meant for the player not to stash a lot of those prior to the quest, but you wrote the player will be able to collect many for placing in many outposts. Anyway it's just my suggestion, as you already seen to have it all working and I'm sure any path you take will make the mod better!
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Leticia Hernandez
 
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