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Werewolf Overhaul


dianacat777

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^^ I'm more concern about adding the ability to sneak and use sneak attacks as a werewolf. IMHO Bethesda kind of dropped the ball on that one. Considering all the other things we have to do, a better jumping animation is rather low on our list. We might give werewolves a higher jump, but if its too high it could allow for some serious sequence breaking. (like getting into an area that your not supposed to access initially, say one of the return to start doors that almost every dungeon has, allowing you to skip an entire dungeon by transforming and doing some jumpwork.)

 

 

Dianna: Go ahead, but I'm not sure how helpful they'll be, I heard scripting in skyrim is quite different from scripting in Oblivion, so CoHR's scripts might not be applicable.

Edited by TheElderInfinity
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If nothing else, the scripts could show us how to go about doing something, like random transformation variables and calculating the lunar phase.

 

And true. Needless to say, I'm disappointed with how clunky playing as a werewolf currently is.

 

As for the sequence breaking - huh. Really, that's sort of inevitable... I will ask this, though. Is it possible for us to change the fall damage independently of jump height for werewolves? They're tough creatures to begin with, and can feasibly twist to land on all fours... it's really just ridiculous how a ten-foot fall will instakill you. If I jumped out my window right now for whatever reason, I am quite sure I wouldn't die, and in terms of Skyrim abilities, I'm level negative twenty, max. A seven-foot-tall beast of prey, made for all sorts of terrain to enact the hunt? Give me a break, Bethesda.

 

I think we could right now. You've really put a lot of work into this, and it might be the only way to attract modelers and the like.

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The literal scale of a werewolf to a person is 1.13 to 1 in the game... not to mention, the werewolf is inherently built better for strenuous activity. Look at how fast it can run compared to a person. It's far more resilient, and (should be) more agile.

 

By the way, I'll say it again, that plan for detection as a known werewolf was friggin' genius.

 

Edit: I think you misread my post. I was talking about fall damage, not werewolf height. I don't want giant-werewolves... dear lord, astral-punting werewolves. Do not touch their mammoths.

Edited by dianacat777
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^ I have no clue how to code that though, and it might make Skyrim guards look retarded in their handling of other crimes.

 

Once again, I'm wondering if we should make a mod talk thread. I already made a thread on the official skyrim forums

 

http://forums.bethsoft.com/topic/1321132-skyrim-werewolf-overhaul-planning-phase/

 

And it's been receiving mostly positive responses.

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