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Skyrim Werewolfs' gameplay and mechanics needs complete overhaul!


heavymm15

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I don't think that vanilla werewolf landed in the right spot in Skyrim. Vampires have tons of functionality BEFORE MODDING, like illusions spell buffs, feeding mechanics (much better than ''press USE to eat the heart'), vampire lord form with 2 fighting stances, additional spells and after all that I felt werewolves extremely lacking.

I'm telling you, who reads this, werewolves in Skyrim need to be built from the ground up!

1.Appearance

''Apex Werewolf'' was the closest remodeling mod to what I find as terrifying and imposing presence! The current werewolf is something pretty similar to a wolf standing on 2 legs, which is lame - simply put. True werewolf should be a midstage in the process of pure human shapeshifting into pure wolf, stuck inbetween, it must be in the middle of the shapeshifting, which in my opinion, should look something like this:

Wide temple, long pointy ears, longer than wolf, mouth lower than with wolves, but just as long. Longer upper canine teeth, shorter lower canine teeth, growing a bit outwards of their mouth (take as reference worgens in WoW), a bit shorter snout than wolves. High and wide cheekbones, inherited by human form. Muscle order should be the same as vanilla, but legs should look stronger, the fingers bigger, the claws more curved and wide, the tail should be longer,fur at the beginning should be less, getting bigger towards the end.

2.Skeleton and animations

Werewolves lose their bipedal balance, getting closer to wolf than human. The best choice for idle animation out of combat (sheathed weapon mode) should be at 3 legs, 1 front paw in the air (battle ready), sniffing the air when idle for too long like worgen from WoW.

In ''unsheathed weapon mode'' werewolf gives its best to stand up to attackers on 2 legs but yet his torso stands infront of his hind legs in this shape _/- (Legs pulled behind, torso infront and head pulled even more forward).
I suppose that something similar to the current vanila werewolf attack anim version, adapted to new skeleton and model, would suffice. But on left attack button should be assigned both left and right clawing animations, as with right button should be assigned a savage block animation with 2claws covering his head and part of his torso , his elbows low, claws high covering his head (Maybe add an invisible shield function so it blocks properly?). Sprinting animation should be similar to vanila feral sprinting and running animation should be the forward-leaning body type just running with wide steps from those reverse legs. Walking should be also 4 legged.

Stagger animation should be similar to vanilla human form where his head shakes sideways and body leans backwards. Regular power attack should be short jump forward, clawing down - throwing ppl on the floor. Sprinting power attack should be similar to vanilla but with the new skeleton/meshes model. Eating should be savage, but not during combat as it doesn't make sense to eat while being impaled with swords and other weapons. Ripping flesh, shaking his head left and right, + the gory feeding mod for werewolves so only bloodied skeletons remain. Heart of the beast mod will greatly compliment this potential mod.

I think the roar animation should be made the same but with new model/skeleton. The roar can't be cooler than vanilla.

3.Gameplay mechanics

The werewolf should have mechanic with animation of lunging forward, falling on the enemy and taking him down (something like the current killmove without the animation that kills them). He should have smelling senses, ability to transform at will (although that is acomplished by certain mods so you can pass on that). Roars should remain as they are, totems included. Safe falling distance (distance that you can fall without taking falling damage) should be much greater than humans'. Bit higher jumping than human and activated ability for high long jumps, ATLEAST high enough to jump on a building! (Preferably with crouching animation when starting to gather strenght for the jump). Night eye is a must. Hunger system will be good or compatibility patch for iNeed or something.....

4.Killmoves

You lift the humanoid, bite his head off and spit it out from yout mouth. Next one - U lift your claw upwards for a ferocous strike and u claw down the humanoid, ripping right through his body (essentialy just your claw falling down on the guy and mix a lot of blood in it, lots of blood splatters). Those are my only ideas for now....

Edited by heavymm15
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