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dianacat777

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Everything posted by dianacat777

  1. It isn't so much that they can breathe water as that they don't have to breathe. And totally agreed on all counts.
  2. Wraith, sure! I'd love for this to get attention. First off, WolfScribe. For the option to infect them... I'd say it either only appears for people you've done favors for, or only works for people you've done favors for. Good idea, but also, I imagine that firstly, if you're infecting them by attacking them as a werewolf, they don't know it's you until they're a werewolf - and when they're a werewolf, they'll be less opposed to werewolves unless they had a strong moral reason against it. Otherwise, you're infecting them by slipping them werewolf blood... but do you honestly outright tell somebody that, or do you just say 'Hey, try this potion! :D", and if they trust you, they're like 'Okay 8D', and after that, it's like o_O, and they can either roll with it if they like you enough (you might have some explaining to do... but that really could get repetitive, with you, the PC, saying the same thing over and over again to all of your confused werewolf spawn), or they can flip out and turn on you (this being rare, because how did you get them to drink the potion if they didn't trust you to begin with? Of course, there's also the people that you infect via attacking, but that's a different story.) For the howling. Howls should always summon werewolves you've turned within earshot, as you infected them, and therefore serve as their 'alpha'; they answer your call because you're the dominant one, even if you're nice about it. Wild werewolves don't necessarily have to join you, but they either probably will, or just plain will (depending on coding feasibility) come up to you for the sake of companionship, curiosity, a good hunt, or just 'Hey, there's another werewolf out tonight! Cool.' The biggest difference I'm seeing here is distance-wise; your subordinates and (daytime) followers will travel further to meet you than a random werewolf, who might hear you but not feel like trekking across a mountain just to reach you. If there's a success chance factor, it'd probably be scaled alongside werewolf quests, but also character level; strength equals respect, and the like. I'd also say that subsequent howls would have less and less chance of success, as you might start to get annoying. But that's pretty complicated, and as I'm not a coder, I don't know how feasible this all is. I do like the idea of the NPC howling back, though. That's a really good idea. Perhaps a message at the corner of your screen (A werewolf)/(Your packmate) has answered your call, in order to distinguish it from an ambient howling werewolf. Perhaps other messages too, like 'Your howl echoes through the night, but recieves no response.' and 'You howl in vain; none of your kind are within earshot.' to further clarify the result, and whether or not you should keep trying. I'd see it similarly. You howl; if they howl back, it means they're coming to join you. Once they've arrived, you have an option of what to do with them, placed in a standard dialogue box; accept as follower, greet (maybe some wolfy animation here or something, really just for flavor), or dismiss. A feature I'd like to see, again, if possible, is an option for the other werewolf to 'take point'; to head off to a nearby fort, cave, or barrow, etc. Again, immersion, but it's basically a 'Well, what do you want to do?' At any point, you can take the lead again and make the werewolf follow you normally. The high chance of success in summoning a werewolf is offset by the rarity of werewolves (if you regularly want to form a pack, you'd better start infecting your own people). Also, werewolf followers are very aggressive (due to everything else being aggressive towards them), and being a werewolf yourself means you have no access to calm spells. So if you want to avoid fights or remain undetected, you may wish to spend your nights solo. Werewolves in the werewolf clans cannot be called by howls unless you belong to their clan, as their loyalty is strictly to their clan. Might be harder to code, though. Hm.
  3. Agreed. Right now, they look idiotically cocky.
  4. *shrug* It is a nice laptop, though. Also, pmed you on the quests. I won't post those here for spoiler's sake, but to anyone who's thinking about joining this team, we are working on cohesive questlines, both for hunters and werewolves. (For everyone that joins the hunters, though, shame on you.) It'd be nice if there was a chatroom somewhere, so we could talk in real time.
  5. Ooh, sweet! Voice actors always make things so much more polished. I believe my laptop has a mic, but I have no idea how to use it. :/ If I did, I'd offer myself as a voice actor too.
  6. Really? Glad to see other people feel the same as I do about this :D Shouts, yeah, I'm kinda ~ on that anyway. I'd imagine you could find werewolves hunting anywhere, but they'd be pretty rare regardless. (I might add more spawn points than usual around Morthal and Falkreath's swamps and forests, though, for that idea.) And I can see them in the tundra. They've got natural fur coats :3 I mean, they liked Solstheim, didn't they? Tribes - yeah, that'd be fun. And the howling? Totally agree. I wonder if LogicDragon would let me/us/whoever use some of the howling sound files from CoH: Resurrected, because there were a few good howls there. I loved Morrowind's howl, but I think using that is copyright.
  7. When I put the ghostblade on a weapons rack - or even set it down - it just disappears. (Which also needs a fix, I guess.)
  8. Oh, brilliant idea! I was actually thinking about the stuff yesterday when I was wandering Skyrim's northernmost parts and comparing it to Solstheim. It'd work even better now, too, now that we have usable pickaxes and a clear mining function.
  9. Agreed. It'd also help if there were several 'wife' personalities, or at least something beyond the 'ilu dear <3' soppishness that every female NPC in the game automatically becomes after marriage. I mean, seriously? Aela? Mjoll? Where did you go?
  10. ...Not really sure how that's relevant, but you do have a point, Tonic. Redoing werewolf appearance...? Hm. I was more fond of Bloodmoon's werewolves than this, stylistically, but I think that's something for somebody else to do - since I'm sure there are other people who will re-mesh werewolves. There are two things about Skyrim's werewolf model that bug me, though; the muzzle in general (I wish it were longer, but also how wide the snarl is - it doesn't look right, and from a head-on position, the werewolf's mouth looks ridiculous) and the tail seems limp and thin, and poorly connected to the werewolf's body.
  11. That's pretty much how I interpreted it. She's neither good nor evil; she's just trying to keep her nature secret so she can continue serving in the court (as Count Skingrad showed, claiming to be a magic user works as a pretty good excuse for the inexplicable longevity, so she has the age aspect covered for a while), and having vampires in the area tends to bring in hunters and Vigilants. Much like Janus Hassildor wanted you to clear out Bloodcrust Cavern, she wants you to clear out Pinemoon Cave. Might be competition, might be self-preservation, maybe she has a grudge against the vampires living there. I'm curious, though; why doesn't she have vampire eyes? I hope I don't have to kill her in any future content, I have to say I like her. She reminds me of Count Hassildor, really. The game really does not have enough civilized vampires that you don't end up killing among questlines.
  12. Ignoring copyright infringement altogether... having Morrowind as it was in TES III in Skyrim would be a time paradox. 200 years has passed. The same quests wouldn't be available, because they'd have already been done by a certain wandering hero two centuries prior (Hey, you could have the Nerevarine show up somewhere; after all, he/she did vanish, but the Nerevarine is still immortal...) Perhaps I'm missing the point of this mod, but it seems to me like the quests couldn't feasibly be an issue. You could still carry over certain NPCs (Elves can live a long time, and since about half of Vvardenfell consists of Dark Elves... obviously, some are going to have died, especially with the Oblivion Crisis and the eruption of Red Mountain having occurred between the two timelines, but others will still be around. The vampires in the vampire clans can still exist. And that one last dwarf, he's feasibly still there.), but for the most part, you'd be adding new characters. You could have the same factions, along with some new ones, but they'd have different quests. Wildlife... just make sure there's Cliff Racers. It isn't Morrowind without a stack of pterodactyls above your head.
  13. I really hope so. I also wonder if new skills can be added (primarily acrobatics and athletics. Please.) I guess we've just got to wait and see what the CS looks like.
  14. Thanks! For all random readers on this thread, Spacerogue has a set of werewolf recolors available. I use the grey one, myself. They look epic.
  15. That is a brilliant idea. After all, it's not like that stuff has any reason to be permanent... Going to add that this would be extra useful for players that become vampires during the game. That changes your skin tone and often makes preexisting warpaint look bad, especially if you'd chosen something close to your skintone to begin with.
  16. It's always great to have help - if I can even get a bit of a team on this, I'll have to remember to let you know :D As for getting stronger - I'm not sure if this is possible, but I'd want the aforementioned werewolf perk tree to only become available after you become a werewolf. This way, you can't start out strong as one, and you need to play the game in order to get up your skills. (The problem here is that perk points would be stretched even thinner. Perhaps... some werewolf quests would award you with perk points that you could spend however you wanted? But then you technically could just put those into archery or something. Well, it'd be your call.) CoH - Resurrected and its addon had it where you gained power gradually through the amount of times you fed, which worked pretty well. But I think the perk tree is probably easier to use, given its availability.
  17. Hearing people mention 'that werewolf overhaul' makes me inexplicably happy. :P Anyway... I could go either way on this. It'd be nice, but whenever you say female werewolf, people seem to interpret it as 'lithe werewolf with giant wolf tits' - which makes me facepalm. The popular misconception with many player-created dimorphism models is that 'if you want to make it look female, give it massive cleavage'. Or maybe it's just because some people have fetishes. I don't know. Either way, there are far better ways to do it... not that I've seen anyone pull it off yet. And all the emphasis goes on those unrealistic wolf boobs (which would really be a detriment towards high-speed running and all those things a hunter needs to do). A thinner werewolf variant, perhaps with a smaller mane but detail elsewhere, like tufted wrists, would be nice to see. But not one of those ridiculous werewolf-catgirl hybrids that look like they were shaped by Sanguine and not Hircine.
  18. Wow, this has gained a lot more attention than I'd even hoped for. :D Firs, completely agree. I love third person for being able to look at my character, but it's very unwieldy when you're trying to perform actions, and it gives the impression that you're not actually who you're playing if you can't shift into first person. Dodes, thanks :3 I imagined that just saying 'make wws better plz?' wouldn't really get across what I actually wanted, so... Scath... I like that. Although I think I might leave the totems alone (people often say that quest is buggy) and create an additional quest for extra abilities, or make perks - perhaps a combo of both. Also, I hope to level the current werewolf's abilities, most importantly armor and the howls. (level that fear affects and strength of the two wolf summons. Ooh! What if, at higher levels, the Howl of the Pack summoned not two wolves, but an increasing number of spirit wolves and spirit werewolves?)
  19. You mentioned that you were working on a new mod... if you'd have me, I'd love to help with it. I'm no coder, but I can polish language and work out quest ideas.
  20. That's also a pretty good idea, but it's something I'd work on after the base mechanics were down. Of course, they'd have to be mutually exclusive things - you can't be a werewolf/a Companion to join them, and if you became infected (fully infected, not just contracting the base disease), they'd exile you. Hm. Food for thought, there. Maybe the line would involve there being a traitor among the hunters, and having to seed them out alongside exterminating werewolves with your fellow hunters. They might also be pitted against the werewolf packs mentioned above. Which reminds me - I'd also like to add some alchemical ingredients dropped by dead werewolves, like claws, teeth, and hearts. And I imagine a werewolf pelt would be valuable to sell.
  21. I thought Sinding being stuck in werewolf form was just a glitch. Or... an oversight, or something equally a fallacy. And Night, awesome! Could I please help with it?
  22. With the shouts, though... it was more like, can a werewolf even speak? Its mouth isn't really made for that. Otherwise, sure. Plus a fire-breathing werewolf would certainly be an 'ohshit' moment for any enemy. I did plan on having the Ring of Hircine with that function, in regards to the game saying 'it could be used to control transformations'. That, and Sinding stole it because he wanted more control. It sounds like that was what was meant, really. Cels, excellent idea with the sneak. I was imagining sneak would be on all fours anyways - very low to the ground, to hide in the tall tundra grasses or remain out of sight. Kieran... I don't know. :| Not many people are looking to work on these things right now. I'm just hoping this thread isn't forgotten and lives long enough to see the CS released.
  23. Seriously, mega support. I loved that book in Oblivion, and when I saw the name, I was like 'o' ! And... nope, just another faceless dude to kill. Total story wasted. I'd be happy to write out this and the dialogue if you need me, but I can't code.
  24. That would be epic. I've always found the frenzy spell beyond useless - you use it to get your opponents to attack you first (avoiding provoking a bounty), but casting the spell alone gives you a bounty, which completely kills the point. :/
  25. Would simply changing the scale achieve the effect you're looking for? I don't know if you could hit the baseid this way, but in the console, you can select a dragon and type 'setscale (.1 - 10, with 1 being normal size)', and change it this way.
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