Jump to content

Werewolves -- NPC hostility


manlyMAN0890

Recommended Posts

I'm pretty frustrated with the fact that nobody will like me if I decide to go feral.

 

The karma system is nice, but it doesn't mean much to me if I can't be a werewolf and go into a blood rage with bystanders around. It means I'd be forced to pick which fights in which I can transform. There are fights in the game in which it isn't possible to avoid being seen by guards or civilians. I'm a good guy, sure, but the guards and the general public don't know that.

 

I don't want people to shun or attack me, but I want the mod to be lore-friendly. I want it to be a quest. I'm not sure how the quest would go, but I want it to be long, by mod standards. I've thought about what this friend-or-foe status would behave, and here's what I have:

 

First off, it should be an unofficial upgrade/add-on compatible with any of the werewolf mods. If that's too much work, the "Legends of the North Mod" will do fine.

-The regions of Cyrodiil are to be divided into physical "regions" by invisible lines, small enough to allow for one, complete "wilderness", that would separate every one of the regions from the others.

--Whenever the player is in werewolf form, he will be attacked on sight by guards. However, the player has the option of yielding to the combatant, ie. trying to talking to the enemy while blocking(like normal). When the player yields, the fight ends, and everyone in the region recognizes the player as, essentially, the one who completed the afformentioned quest. During their visit, the player is just like any normal citizen--except for being recognized as a werewolf.

---The recognized status is only temporary. It is removed whenever the player leaves, and he will go have to repeat the scenario every time he is attacked for being a werewolf after leaving whatever region happens to be his temporary sanctum.

 

---Alternatively, at the end of the quest, the player acquires a special "spell" to cast whenever they come across the first guard--in an area--he just entered. It shiouldn't cost magicka to cast, and have a small area of effect. As long as any guard is inside the area of effect when the "spell" is cast, it will enforce the same consequences as the afformentioned friend-or-foe method.

 

---Alternatively, as long as the player transforms in front of anyone upon entering a region or the wilderness, this would no longer be a problem.

 

Thank you, and have a wonderful day at TESNexus!

Link to comment
Share on other sites

Your post confuses me. What do you mean that you can't transform and go into a blood rage with civilians around? Are you afraid they'll kill you or something :huh:

 

Besides, the mod wouldn't be "lore-friendly" if you weren't attacked when you're a werewolf, because Tamriel sees werewolves as a blight on humanity.

Link to comment
Share on other sites

No. I want to be a good guy, right? So I want a way to be one of the exceptions. What better way to make a well thought-out quest in which eventually authorities realize you are a werewolf, but recognize you were a key person in shutting down the antagonist(s)?

Then I realized becoming a public spectacle was the cheesy way. I just don't like my idea now.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...