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

Post » Fri Jul 06, 2012 2:05 pm

@Haldir

Good ideas there mate. Multiple guilds sounds really interesting. Definitely something to look at.

@LittleMerrill7

Glad you like it mate :)
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TOYA toys
 
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Post » Fri Jul 06, 2012 1:55 am

Ok guys I'm putting on hold the fetch quests for now til I can figure them out, and I've decided to work on the "boss" creatures you can take quests for to kill. My idea is to have a central location where you pick up your quests. Kind of an "office" the Jarls and people of Skyrim send their requests to. For now, there will be just one.

So I have a question to pose to the community; Where would you like this building to be???

A: Riverwood
B: Whiterun
C: Wilderness (specify general location)
D: None of the above... state your answer

Let me know :)
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neil slattery
 
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Post » Fri Jul 06, 2012 10:31 am

Ok guys I'm putting on hold the fetch quests for now til I can figure them out, and I've decided to work on the "boss" creatures you can take quests for to kill. My idea is to have a central location where you pick up your quests. Kind of an "office" the Jarls and people of Skyrim send their requests to. For now, there will be just one.

So I have a question to pose to the community; Where would you like this building to be???

A: Riverwood
B: Whiterun
C: Wilderness (specify general location)
D: None of the above... state your answer

Let me know :smile:

That's an excellent idea! This mod has serious potential.

Well, since Whiterun is the central-most city and it seems to be a cultural hub of sorts, I think that would be the location that makes the most sense. All of Skyrim would have relatively the same ease of access for reporting the dangerous beasts. And, it's located in an area ripe with wild game (plains), so it could be assumed that there are some experienced hunters in the area.

I really like the boss creature idea. In addition to the creatures you are officially hired to kill from this office, you could add other boss creatures to very remote areas of wilderness in Skyrim, that the player could randomly stumble upon while hunting. Maybe there could be books placed in the worldspace that can let the player know the general location of where they are, or even just that they exist.

I have some other suggestions for this too.

- You could make some of these boss creatures non-hostile. Some big-game type creatures that are large and strong, but docile/shy unless provoked/cornered, like the mammoths.
- The pursuit for these creatures could be made to really feel like a "hunt". Maybe some scripted notifications/quest pop-ups with phrases when you get near the area they are located, like "you see unusually large bear footprints" or something. Or maybe even actual auditory and visual cues, if that could be done feasibly and cleanly. Something along those lines. Although, this may be veering off a little from the vanilla experience, and might make the mod too complex (simplicity is good thing), so I don't know, lol.

I'll shoot you more ideas and suggestions when they come to me. Again, great mod and great ideas.
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STEVI INQUE
 
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Post » Fri Jul 06, 2012 7:58 am

As a real life hunter, the ranger type character is my preferred play style, so much of this mod really appeals to me.

I like the idea of quests, possibly for legendary animals in the extreme wilds, bounties for a nuisance bear or wolves attacking livestock. Tournaments with other hunters would be cool. Maybe the Bannered Mare is low on meat and needs some venison. Sabrecat in the basemant. :wink: Just throwing ideas out there.

A guild devoted to hunters would be great. I think the perfect spot to set up shop would be The Drunken Huntsman in Whiterun. It's already a shop specializing in hunting and archery gear, but not just that, it's a tavern! What better place to sit around the fire and tell tall tales of your expeditions across Skyrim. The Bosmer brothers, Anoriath and Elrindir could be the first members. Half the work is already done! A basemant could easily be added for sleeping quarters and target practice.

Separate factions is an interesting idea. It seems there are different kinds of hunters already in Skyrim. The hunters you encounter in the wild clearly state they are poaching, whereas Anoriath hunts and sells his game right in the Whiterun market. Some type of ranger faction enforcing the Jarl's laws in the wilds would be great. One cool thing from the mod OOO in Oblivion were the Imperial Foresters you would come across in some of the most remote locations of Cyrodil.

The adjusted pelt prices are welcome. I used a mod that made them higher, but they were raised too much. Yours are just about right.

The perks I'm not real keen on. I assume the changes to the perk trees would make this incompatible with other mods that change perks or perk trees, like Duke Patrick's Combat mod that also makes changes to the archery tree. That would be a deal breaker for me. If they were implemented as powers or spells it would be golden. Or possibly make the perk changes modular. I think maintaining compatibility with realism mods, like Frostfall or Imp's More Complex Needs is essential, but it doesn't seem this would touch upon anything they do. I guess I just don't really like the idea of doing more damage to animals or taking less damage from them. In RL, if I practice and improve my skill with a bow I guarantee I could do as much damage to a human as an animal. The base perks already cover speed, accuracy, and power. I just don't understand why improvement in archery would mean I'd do more damage to an elk than a Dunmer unless the perks represent the knowledge of vital areas of creatures, but then again that's fairly universal.

Anyway, great start and I'll definitely be tracking this mod. Thanks!
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Ruben Bernal
 
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Post » Fri Jul 06, 2012 12:52 pm

Snip

Thanks man that's exactly the sort of thing I'm thinking of. At the moment in working on a fairly big boss, level 50/55, and located not far from the roadside. She's been attacking travellers, and more importantly Traders carrying ore from Dawnstar to Solitude.

The legion can't help, too busy with the war. So you take up the challenge to smote the beast.

This will be one of the first big game challenges.

Glad you like the mod :)

As a real life hunter, the ranger type character is my preferred play style, so much of this mod really appeals to me.

Snip

Nice post thanks :). Some nice ideas, and I'm liking the Drunken Huntsman a lot, makes perfect sense!

As to the perks, from what I understand, if you load my mod before another perk tree changing mod, my perks won't be there. So of you like everything else, you could try that.

Also planning on making aspects of the mod modular, so people can choose the features they want to use :)
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Adrian Powers
 
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Post » Fri Jul 06, 2012 5:12 pm

Hi all,

this mod is very promising. I`m also a RL hunter and hold a Masters in forestry, worked in forest research first, then timber trade all my life so I hope I′m qualified to submit ideas...

Anyway, special animal damage/protection perks are a waste. Why take a perk specifically targeting animals when you can take a perk that works across the board?
Sadly, there is no perception skill in Skyrim which is a very rangeresque utility. See them first, remaining unseen... If something like this could be implemented as a passive power, that would be awesome!

Re poachers, I`d rather have them at subsistence lvl, not highly organised. Could still have special gear made in secrecy by shady blacksmiths.

Agree that "The Drunken Huntsman" is a good guild base.
Game wardens need not be many, perhaps none to start with. Just an old Hold Forester close to retirement who has to train 2-3 candidates one of which might become his successor. If a large action is to be taken, the game department will simply request assistance from the guard captain.

And don`t forget that some fairly big scale illegal mining and poaching is already being done by bandits. So they might become a target for the game department too...

Rgds, Haldir
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lacy lake
 
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Post » Fri Jul 06, 2012 12:55 pm

Snip

Thanks for the post Haldir :)

I think I added the perks for two reasons.

1: I wanted a skill tree that a hunter character could focus on. Obviously with TES one archetype character might do many different things, but we all start off with the basic plan of how we want to play. I wanted perks that a Hunter could focus on, without caring for needless perks that don't help his play style; and also simply add to relevant perks that already exist.

2: They were part of my long term plan for this mod. In the future, the extra damage to animals/creatures, and decreased damage taken, will very much come in handy for the more difficult challenges I have planned.

I like your ideas mate, even if you didn't have any real life experience, your ideas are still valued mate :)
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celebrity
 
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Post » Fri Jul 06, 2012 2:41 am

Okay so here is a little preview of a bounty note ;). Clearly still work in progress, but wanted to see which you guys preferred out of the two image types. You can also say you don't like both, As always, suggestions are welcome :)

Painted style - http://steamcommunity.com/id/b1gbaddaddy/screenshot/596974051386174184/?tab=public

Sketch style - http://steamcommunity.com/id/b1gbaddaddy/screenshot/596974051386176816?tab=public
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Valerie Marie
 
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Post » Fri Jul 06, 2012 6:25 am

Nice post thanks :smile:. Some nice ideas, and I'm liking the Drunken Huntsman a lot, makes perfect sense!

As to the perks, from what I understand, if you load my mod before another perk tree changing mod, my perks won't be there. So of you like everything else, you could try that.

Also planning on making aspects of the mod modular, so people can choose the features they want to use :smile:

Sweet! Glad you like The Drunken Huntsman. It seems underutilized for its prime location just inside the gates of Whiterun. Plus, it's centrally located in Skyrim amongst some of the finest hunting areas. Maybe there could be 2 or 3 outposts like your beautiful Woodsman's Shack located in the more remote locations.

I'll definitely try adjusting my load order to make the mods play nice and give it a go tonight! I'm going with Duel for my combat mod (seems to be more fluid than Duke's) and ACE Archery, which still changes perks. Looking forward to it!

I think I added the perks for two reasons.

1: I wanted a skill tree that a hunter character could focus on. Obviously with TES one archetype character might do many different things, but we all start off with the basic plan of how we want to play. I wanted perks that a Hunter could focus on, without caring for needless perks that don't help his play style; and also simply add to relevant perks that already exist.

2: They were part of my long term plan for this mod. In the future, the extra damage to animals/creatures, and decreased damage taken, will very much come in handy for the more difficult challenges I have planned.


I can understand that. Hey, it's your mod, make it how you envision!

Okay so here is a little preview of a bounty note :wink:. Clearly still work in progress, but wanted to see which you guys preferred out of the two image types. You can also say you don't like both, As always, suggestions are welcome :smile:

I would say the sketch one, but it could be a little more sketchy. :wink:

Keep it up!
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Crystal Birch
 
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Post » Fri Jul 06, 2012 4:07 am

Hi,

the sketchy sketch, gives a feeling of a Wild West bounty note.

Rgds, Haldir
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herrade
 
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Post » Fri Jul 06, 2012 11:26 am

Haven't played Skyrim in a little over a month. Just downloaded this. Looking forward to giving it a try.
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Terry
 
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Post » Fri Jul 06, 2012 5:18 am

I agree with TitanZ and Haldir's point of view on perks from a realism perspective, but I think the idea of the perks is to differentiate a hunter from the other classes/playstyles, which I completely support. From a gaming perspective, they are great. I like the perks. And, I think that combat with animals might require a different approach than fighting with people, so the perks are just representing the different tactics. In Ancient Rome's gladiatorial arenas, the gladiators who were pit against animals were men who specialized in combat with wild beasts. They were trained with this specific aim, and were even given a title: bestiarii. So being better at killing animals and creatures rather than humanoids wouldn't be completely unjustified, in my opinion.

Modularity is never a bad thing, though, so maybe make it optional once the mod expands.

Concerning the bounty notes, they both look good. Maybe do painted for some, sketch for others? Also, you might want to include a small description of the creature's habits, whereabouts, etc. Looks good though!
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ANaIs GRelot
 
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Post » Fri Jul 06, 2012 10:47 am

Mod updated to 1.12, just a quick one. Added the "Guild" door inside Drunken Huntsman. Also added the noticeboard for beast challenges (until they're in the basemant), not mentioned in the changelog. Let me know if it looks alright.

Next update, within the next week or so, should have a few beasts to take down :smile:
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Leanne Molloy
 
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Post » Fri Jul 06, 2012 9:23 am

Ok so with Dawnguard being round the corner, I was thinking of adding perks to add damage to werewolves. And with the quests, have werewolf dens and stuff like that. Seem like a good move? :)
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Katie Pollard
 
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Post » Fri Jul 06, 2012 7:31 am

Ok so with Dawnguard being round the corner, I was thinking of adding perks to add damage to werewolves. And with the quests, have werewolf dens and stuff like that. Seem like a good move? :smile:
Yes, good move. Makes sense, with werewolves being so beastly and all.
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Monika Fiolek
 
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Post » Fri Jul 06, 2012 2:36 pm

Hey guys as you know I'm learning about quests and scripting and all that shtuff, and have a few ideas I'm working on for the hunting quests.

1. Generic "Go kill Nasty Monster causing lots of trouble"

2. Generic "Kill packs of monsters"

3. Go kill monster quests, but basically the idea is go to their last known location, and find clues as to where the creature may be. E.g. Blood trails, reports, that sort of thing.

Also there will be "Bounties" for each of the holds, which I'll add to as time goes on. So I want a couple for each hold, then I'll add more. The new ones become available through scripts, when the previous quests are complete.

Just keeping you updated with progress :)
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Becky Cox
 
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Post » Fri Jul 06, 2012 9:55 am

I've also decided to expand the hunting to more game altering changes, through optional plugins. Not going to talk too much about it just now, but this mod won't just be hunting focussed (as such), but actually make hunting something that can affect the world around you.

Optional plugins for this idea, as they may conflict with more than one mod that I know of.
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Darian Ennels
 
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Post » Fri Jul 06, 2012 9:29 am

(Sneaky peak at what's coming in the next update)

The first quest, introducing the spirit of this mod, will be an actual hunt for an animal. Clues will need to be found, and you better be prepared, who knows what my lay in wait for you ;)

(Second sneaky peaky)

The Guild, found in the Drunken Huntsman, may have more than one member to begin with. Fancy a hunting party? Bring them along...
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le GraiN
 
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Post » Fri Jul 06, 2012 1:30 am

(Sneaky peak at what's coming in the next update)

The first quest, introducing the spirit of this mod, will be an actual hunt for an animal. Clues will need to be found, and you better be prepared, who knows what my lay in wait for you :wink:

(Second sneaky peaky)

The Guild, found in the Drunken Huntsman, may have more than one member to begin with. Fancy a hunting party? Bring them along...
Sweet! When can we expect a release?
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mimi_lys
 
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Post » Fri Jul 06, 2012 11:07 am

Sweet! When can we expect a release?

Well this week I've been finalising a few scripts, planning my quests, and other bits and bobs. Fingers crossed, should be next weekend mate :)
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Leticia Hernandez
 
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