[RELzWIPz] Hunting in Skyrim - Guild, Perks, Prices, Challen

Post » Fri Jul 06, 2012 9:26 am

Update - 24/6/12 - Version 1.12 released.

- Download Links -
Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=77106202
TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1267-hunting-in-skyrim/

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Hunting in Skyrim is a roleplaying mod that introduces a hunting class system to the game. Adds better hunting prices, new perks, and more.

Visit The Drunken Huntsman in Whiterun, where you'll find a note pinned to a door, telling of what's in store for Hunting in Skyrim, and The Drunken Huntsman itself!

This mod is still a work in progress, and hopefully will be expanded to include quests, a guild, and who knows what else!

What this mod does.
I wanted to make hunting a playstyle in Skyrim. There are hunters in the game already, and the functions of hunting and pelt/hide taking are there, but there's no reason gameplay wise to do these things, other than raise your skills. That's where this mod comes in.

I have introduced new perks to the game, centered around hunting. They give bonuses to both damage and protection against animals, and at later levels, all creatures including Dragons.

I have also adjusted the base value of hunting "loot" so that it's a much more viable source of income. I have tried to keep it balanced and the values not too high. I have also made Werewolf Pelts the most expensive because lets be honest, Werewolves are much more rare than Snow Bears.


The new perks are as follows:

- Archery skill tree -


Required Rank - Perk - Effect

30 - Animal Damage 1 - Bows do 20% more damage to animals
40 - Animal Damage 2 - Bows do 30% more damage to animals and creatures
60 - Animal Damage 3 - Bows do 50% more damage to animals and creatures
70 - Animal Damage 4 - Bows do 50% more damage to the undead
90 - Animal Damage 5 - Bows do twice as much damage to Dragons

80 - Vampire Hunter - Bows do 80% more damage to Vampires

- Light Armour skill tree -

Required Rank - Perk - Effect

40 - Hunter's Agility 1 - Damage taken from animals reduced by 20%
50 - Hunter's Agility 2 - Damage taken from animals reduced by 30%
60 - Hunter's Agility 3 - Damage taken from animals and creatures reduced by 40%

The new prices are as follows:

- Pelts -

Item - Old Value - New Value

Werewolf Pelt - 20 - 200
Snow Bear Pelt - 75 - 150
Cave Bear Pelt - 60 - 120
Bear Pelt - 50 - 100
Snow Sabre Cat Pelt - 40 - 80
Sabre Cat Pelt - 25 - 50
Ice Wolf Pelt - 15 - 30
Wolf Pelt - 10 - 20
Deer Pelt - 10 - 20
Snow Fox Pelt - 7 - 14
Fox Pelt - 5 - 10

- Hides -

Item - Old Value - New Value

Horse Hide - 15 - 30
Cow Hide - 10 - 20
Deer Hide - 10 - 20
Goat Hide - 5 - 10




================================
Changelog/Version History

Version 1.0 - Initial Release.
----------------------------------------
Version 1.1 (Balancing update) 17/6/12

- Fixed minor spelling mistakes
- Lowered Vampire damage to 40% from perk
- Lowered value each animal damage perk by 10% for balancing
- Lowered value Dragon damage % to 50
- Increased level requirement for Hunter's Agility 3 to 70
- Increased Leather value to 25, Leather Strips to 6
- Lowered weight of Leather to 1
- Added second rank to Hunters Discipline, recover all arrows at level 70
----------------------------------------
Version 1.12 (Preparation Update) 24/6/12

- Added door in The Drunken Huntsman in Whiterun (none working for now, for the "Guild"). Note pinned to the door explaining future plan for The Drunken Huntsman.
----------------------------------------
- Next update to do list -

- Possibly increase item values to counteract speech level value losses
(Still playing with this idea, don't want to be too unbalanced)
- Hopefully add some "boss" creatures to kill (quests)

================================

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Lovely ladies and awesome dudes, this thread is to announce that I'm continuing the spirit of my player home mods in the form of a kind of "overhaul" mod. I actually hate that word now, it's so overused in Skyrim modding it's beyond a joke. So that will be the last time I say it :smile:

In the spirit of my Woodsman's Shack, Hunting in Skyrim will bring class based hunting to Skyrim, as I think it ought to have been in the first place.


Current plans for initial release are:

1. Introduction and expansion of specific Hunting perks, tied to current skill trees (Marksman already has one). Most likely Marksman, One-Handed, and possibly Sneak or Light Armour.
2. Adding into the world enchanted weapons and armour for hunters (not new items, just new effects... one step at a time)
3. Increase of the base value of Hunting bits and bobs (pelts, skins etc) to make Hunting a viable source of income. Although mods are already available for that specifically, I want my own version, in my mod.

Current plans for future additions to the mod:

1. Quests and Tasks built around hunting animal types (still working on ideas and layout/conclusion).
2. Possibly include weapons and armour mods from authors that would suite my mod. With permission ofcourse :smile:
3. The creation of a Hunting Guild.


It may be a little early days to launch a WIPz thread, but I'm working on it now so thought I'd post away. Feel free to comment/suggest things. I like having feedback and constructive crits :smile:
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zoe
 
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Post » Fri Jul 06, 2012 3:33 am

Looking to release v1.0 later today. Includes new prices (not silly value increase) for pelts and hides, 3 new perks, 2 of which have ranks.

Maybe another feature or two. Will see how it goes.
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lauraa
 
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Post » Fri Jul 06, 2012 4:06 am

V 1.0 is now on the Nexus. Download link here and added to 1st post.

http://skyrim.nexusmods.com/mods/18866/
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Kelly Osbourne Kelly
 
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Post » Fri Jul 06, 2012 2:10 pm

Good work! It's a good idea - hunting has always appealed to me, but the lack of rewarding for hunting put me off. I tried once, but everything felt a little pointless. I really like the hunting guild idea.

Not much I can do to help, but if you think of anything that doesn't require CK scripting, I'll help?
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Jessica Lloyd
 
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Post » Fri Jul 06, 2012 4:32 pm

Thanks for the offer mate :)

The next lot of features is going to be small little quests. I've never made a quest before, so it'll be a challenge lol.
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kat no x
 
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Post » Fri Jul 06, 2012 11:07 am

I have a fair bit of experience in the Oblivion (and Morrowind) CK, so I should be able to make a quest, but doesn't the latest patch ruin subtitles or something like that?
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Jessica Raven
 
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Post » Fri Jul 06, 2012 9:15 am

I have a fair bit of experience in the Oblivion (and Morrowind) CK, so I should be able to make a quest, but doesn't the latest patch ruin subtitles or something like that?

Yea custom dialogue and stuff. I'm going to give it a whirl, will come to you if I need help. May need an extra pair of hands with the Guild quest making though :)
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Patrick Gordon
 
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Post » Fri Jul 06, 2012 3:42 pm

Awesome, but now I'll need to pick up the Skyrim CK again - I was going to do it anyway :)

I hope I can help you, and good luck! :)
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Horse gal smithe
 
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Post » Fri Jul 06, 2012 7:18 am

im likeing this mod alot and your right seeing as there is hunters in the game there is no guild that you can join for it. i would ask that you add in traps that we can use i know there are bear traps n what not but sum bigger and better ones with more dmg and or ones we can set food on that they would come and eat and get traqed.
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stevie critchley
 
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Post » Fri Jul 06, 2012 10:16 am

Nice idea Kaz I'll have a think on that one :)
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Anthony Santillan
 
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Post » Fri Jul 06, 2012 1:28 pm

Neat. B)

You spelled Horse Hide as Horse "Hire" under where it displays the loot value.
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Nikki Hype
 
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Post » Fri Jul 06, 2012 4:52 pm

Neat. B)

You spelled Horse Hide as Horse "Hire" under where it displays the loot value.

Can't believe you don't know what a Horse Hire is, c'mon man :P
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Kirsty Collins
 
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Post » Fri Jul 06, 2012 5:46 am

I'm sorry, man. I'll learn better next time. :bonk:
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Flash
 
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Post » Fri Jul 06, 2012 9:18 am

good work, looks tasty.
with regards to the traps http://skyrim.nexusmods.com/mods/9463,here is a mod thats does something similar. the perks as well look really thought out. good job.


Adindu
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Chloe Mayo
 
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Post » Fri Jul 06, 2012 2:32 am

Hunting in Skyrim updated to version 1.1 on the Nexus and Workshop. List of changes:


Version 1.1 (Balancing update)

- Fixed minor spelling mistakes
- Lowered Vampire damage to 40% from perk
- Lowered value each animal damage perk by 10% for balancing
- Lowered value Dragon damage % to 50
- Increased level requirement for Hunter's Agility 3 to 70
- Increased Leather value to 25, Leather Strips to 6
- Lowered weight of Leather to 1
- Added second rank to Hunters Discipline, recover all arrows at level 70
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Lucy
 
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Post » Fri Jul 06, 2012 9:21 am

good work, looks tasty.
with regards to the traps http://skyrim.nexusmods.com/mods/9463,here is a mod thats does something similar. the perks as well look really thought out. good job.


Adindu

Hey man thanks for the comment. I have no plans right now to add traps into the game. That modder has put a lot of work into his trap mod, and it should be compatible with Hunting in Skyrim.
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Milagros Osorio
 
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Post » Fri Jul 06, 2012 3:43 am

Hey guys I need some feedback from the community :).

I'm currently throwing ideas around my head as to how to begin Hunting quests. The goal is to eventually have a fully functioning Hunting Guild, but until I have the skill to complete such a task, I'm going to start small. Beginning with Hunting Challenges.

My idea at the moment, is Stage 1 to be like "Collect 10 wolf pelts, 10 Bear Pelts", Stage 2 perhaps "Kill 10 wolves", Stage 3 "Kill some legendary beast". But I'm not sure how to start these quests off. I'm thinking a book perhaps, about hunting. When read, Hunting Challenges quest pops up, and you decide to complete them to gain rewards like abilities/perks. But if the quest begins from an object, how could I tie it in to receiving a reward? Maybe have it above gameplay rather than an actor given reward, and when complete it just says "Your hunting abilities have improved so much, you have learned Some Ability (with some bonus effect to some skill)".

What do you guys think?
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Honey Suckle
 
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Post » Fri Jul 06, 2012 5:26 am

Feel free to comment/suggest things. I like having feedback and constructive crits :smile:

Since you ask, a few comments and ideas; use them or not as you wish...

- Most of the hunters in the game are poachers...I get the feeling that they're not really interested in authority. Jarls would arrest them if they could, if the Jarl knew they were hunting on land they didn't own. And most hunters live away from the cities, so they're not much interested in society. They're all somewhat isolated rangers, so communicating between them is hard. So a natural question would be, why would they be interested in belonging to a traditional guild? That isn't meant as a criticism, rather the questions it raises could be used to help plan the mod's story. For example, maybe some group of hunters is trying to start a guild--to help them fix prices? gain legal respectability?--and you need to choose whether to help them or come down on the side of those who prefer to remain independent (one of the problems with all the vanilla guilds is that there is only one side you can choose to be on).

- Or maybe there is some secret Master of the Forest who handles things like the territories and conflicts between all these unruly individuals; maybe that Master is getting old, or was injured, and needs to choose a successor...?

- A similar way of giving quests meaning, but without a Guild, could be to do something like have a Jarl have a job opening for an official, licensed Master Huntsman/woman position, and then you have to compete with other hunters in various tasks. Your "entrance fee," your proof of competence, could be something you read on a notice asking for a bunch of pelts to be delivered to the Jarl's steward, or something like that.

- The competition (for either the Jarl's official position or the unofficial Master of the Forest) could be fun, because you'd not just have to do the fetch-quest hunts, but the other hunters might not play fair (setting traps and such for you, since you're an outsider), and you could do the same to them.

- You could also start things smaller, story-driven. You come across a wounded hunter in the woods. He/she won't be able to hunt for a while, and will likely starve. They offer you their weapon, a place to stay, and training if you'll hunt in their place. Things proceed from there.

Spoiler

Maybe the injured person you find is really the secret Master of the Forest. Maybe they were secretly setup to be injured by another hunter, who wanted the job. It then proceeds as above.

- Hircine is the Daedra Lord of the hunt, of predator and prey. It could be fun to do stuff in a TES game with Hircine that doesn't also involve werewolves, although of course that's also an option.

Good luck with the project, however you decide to do it. It sounds like it'll be fun.
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Alkira rose Nankivell
 
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Post » Fri Jul 06, 2012 10:45 am

Since you ask, a few comments and ideas; use them or not as you wish...

- Most of the hunters in the game are poachers...I get the feeling that they're not really interested in authority. Jarls would arrest them if they could, if the Jarl knew they were hunting on land they didn't own. And most hunters live away from the cities, so they're not much interested in society. They're all somewhat isolated rangers, so communicating between them is hard. So a natural question would be, why would they be interested in belonging to a traditional guild? That isn't meant as a criticism, rather the questions it raises could be used to help plan the mod's story. For example, maybe some group of hunters is trying to start a guild--to help them fix prices? gain legal respectability?--and you need to choose whether to help them or come down on the side of those who prefer to remain independent (one of the problems with all the vanilla guilds is that there is only one side you can choose to be on).

- Or maybe there is some secret Master of the Forest who handles things like the territories and conflicts between all these unruly individuals; maybe that Master is getting old, or was injured, and needs to choose a successor...?

- A similar way of giving quests meaning, but without a Guild, could be to do something like have a Jarl have a job opening for an official, licensed Master Huntsman/woman position, and then you have to compete with other hunters in various tasks. Your "entrance fee," your proof of competence, could be something you read on a notice asking for a bunch of pelts to be delivered to the Jarl's steward, or something like that.

- The competition (for either the Jarl's official position or the unofficial Master of the Forest) could be fun, because you'd not just have to do the fetch-quest hunts, but the other hunters might not play fair (setting traps and such for you, since you're an outsider), and you could do the same to them.

- You could also start things smaller, story-driven. You come across a wounded hunter in the woods. He/she won't be able to hunt for a while, and will likely starve. They offer you their weapon, a place to stay, and training if you'll hunt in their place. Things proceed from there.

Spoiler

Maybe the injured person you find is really the secret Master of the Forest. Maybe they were secretly setup to be injured by another hunter, who wanted the job. It then proceeds as above.

- Hircine is the Daedra Lord of the hunt, of predator and prey. It could be fun to do stuff in a TES game with Hircine that doesn't also involve werewolves, although of course that's also an option.

Good luck with the project, however you decide to do it. It sounds like it'll be fun.

That's great man some cool ideas there. I'm a story man, so it all sounds great to me to do the mod like that.

Appreciate your suggestions mate :)
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Matt Fletcher
 
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Post » Fri Jul 06, 2012 6:03 am

Ok so a quick update. The plan is to have a handful of hunting quests picked up from a blacksmith. I don't want to touch dialogue yet with the CK issues, so it'll probably just be a note on a wall.

These will be added to the mod, and then the next big update will include more, and possibly some story elements thanks to the great suggestions by DreamKing.

Some quests will be given by NPCs, others by other means.

Also these cool guys included my mod in their weekly mod video. The first one discussed :)

http://www.youtube.com/watch?v=XEP0CE6s4KA
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Flash
 
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Post » Fri Jul 06, 2012 1:10 pm

Well my ideas have been stolen, so I'm not much use ^_^

Random suggestions:
- Hunting enchantment! Bonus damage to animals, it would be awesome :)
- Hunting Guild's armour could have the enchantment
- The Hunters could be a renamed version of the Poachers (i.e. rename all of them) and then make them all have certain areas that they patrol, killing wild animals and taking the hide
- Have a meeting! Hunters always get together at a certain time of the year, they all leave their "areas" and meet at a certain spot in the wood, set up camp there
- You can only join when they're all together there, and you have a trial there - maybe having to hit a target from a certain range, or some sort of hard to hunt beast? (not hunt, kill)
- You can work as an "apprentice" for the hunters of each area, killing animals for them, getting extra exp and gold for killing them by giving the pelts to the hunter
- If you do enough quests in each region, the amount of animal spawns decreases permanently?

Just off the top of my head ^_^
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Yvonne
 
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Post » Fri Jul 06, 2012 5:25 pm

- A similar way of giving quests meaning, but without a Guild, could be to do something like have a Jarl have a job opening for an official, licensed Master Huntsman/woman position, and then you have to compete with other hunters in various tasks. Your "entrance fee," your proof of competence, could be something you read on a notice asking for a bunch of pelts to be delivered to the Jarl's steward, or something like that.

I was thinking something like this, too. I know I've read that Medieval lords would have royal/official huntsman, who hunted local game to provide some of the estate's meat. Something like that would fit right in.

This mod sounds AWESOME! Hunter/ranger types are my favorite to play, so this is an exciting mod for me. Keep up the good work, I'm going to download now and give it a whirl.
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Far'ed K.G.h.m
 
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Post » Fri Jul 06, 2012 5:39 am

Some nice ideas there Arcaian. Definitely add them to my list of ideas.

Some of it sounds pretty hard to do lol, and I'm only just learning to do quests :P I'm a fast learner though :)



I was thinking something like this, too. I know I've read that Medieval lords would have royal/official huntsman, who hunted local game to provide some of the estate's meat. Something like that would fit right in.

This mod sounds AWESOME! Hunter/ranger types are my favorite to play, so this is an exciting mod for me. Keep up the good work, I'm going to download now and give it a whirl.

Thanks man let me know if you like it :) Hopefully it will become as good as I want it to. Afraid I may be too ambitious given my skill level.
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Sophie Payne
 
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Post » Fri Jul 06, 2012 6:32 am

Hi,

we could have as already suggested several rangeresque factions:

- poachers who have a high chieftain for all Skyrim and hold chieftains. They cooperate with crooked merchants and Khajit caravans. Their interest in some kind of guild is to improve their marketing. Unless they`re pure subsistence poachers in which case they might share/trade necessities with the locals and don`t really need a guild. Seeing there is totally inadequte food production in Skyrim and a civil war, food can be scarce and famine not unknown.
They are hostile to legal hunters, game wardens and neutral to bandits.

- legal, licensed hunters. They need a guild to sell their produce, maybe workshops to process some of it so there is added value to be had.
They pay individually a yearly fee to each hold they want to hunt in.
They are hostile to poachers, werewolves, vampires and bandits.

- game wardens in the employ of holds. Leaders are called Hold Forester of "hold". They are responsible for eliminating poachery(both wildlife and fish) and illegal mining, supervising sustainable forestry(new range of products from mills), tracking down fences dealing with illegally harvested wildlife, forest products and minerals. Hostile to any law-breaker, werewolf and vampire.

Player could join one of the above factions after an admission test and/or fee, get missions and advance in ranks. All of the above could have some faction exclusive gear and craftsmen.

Rgds, Haldir
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Alyna
 
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Post » Fri Jul 06, 2012 10:32 am

Just want to say that I downloaded this today, and absolutely love it! It is exactly what I was looking for! Hunting is a whole new ballgame now!
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Mr. Allen
 
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