dianacat777 Posted December 19, 2011 Author Share Posted December 19, 2011 Heh, true. W40k is one of a kind, from what I understand. Although I'm of the mind that Peryite and Sanguine were inspired by Nurgle and Slaanesh respectively. Some parallels between Tzeentch (however do I spell that?) and Hermaeus Mora. I'd been hugely into Prototype and Alex Mercer in particular this summer, and I've gotten into the habit of torturing characters just to see what happens. Ah, really? I can't do much more than create spells with existing effects, etc. But that's why I wanted to contact LogicDragon; I think some of the coding from CoH: Resurrected might be viable in Skyrim, or at least provide a foothold. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted December 20, 2011 Share Posted December 20, 2011 So is there anyone who could help out at all? Link to comment Share on other sites More sharing options...
boomnuke35 Posted December 20, 2011 Share Posted December 20, 2011 A script that would change the amount of time being a werewolf would probably be needed first because even if it is managed that the werewolf can get followers or howl or all these things it would be kinda pointless if you can't stay a werewolf long enough to enjoy it. Another suggestion is maybe whille your a werewolf and you really need to change back to Do a quest or something you activate a spell or something that drains your fatigue and health like really low but you are able to shift back to human. It's like you had to fight the curse to shift back. Link to comment Share on other sites More sharing options...
Wraithofdoom Posted December 20, 2011 Share Posted December 20, 2011 A script that would change the amount of time being a werewolf would probably be needed first because even if it is managed that the werewolf can get followers or howl or all these things it would be kinda pointless if you can't stay a werewolf long enough to enjoy it. Another suggestion is maybe whille your a werewolf and you really need to change back to Do a quest or something you activate a spell or something that drains your fatigue and health like really low but you are able to shift back to human. It's like you had to fight the curse to shift back. theres a werewolf toogle button mod out there, lets you stay as long as you want. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted December 20, 2011 Share Posted December 20, 2011 A script that would change the amount of time being a werewolf would probably be needed first because even if it is managed that the werewolf can get followers or howl or all these things it would be kinda pointless if you can't stay a werewolf long enough to enjoy it. Another suggestion is maybe whille your a werewolf and you really need to change back to Do a quest or something you activate a spell or something that drains your fatigue and health like really low but you are able to shift back to human. It's like you had to fight the curse to shift back. Well the first part's simple. Personally, I think werewolves should get increased health regeneration as opposed to no health regeneration. Regarding the last part, I imagine that could come as a perk. It was possible in Curse of Hircine resurrected to change back to human after you fed (on an animal usually) when you have a high enough "good werewolf" level. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted December 20, 2011 Share Posted December 20, 2011 ba-bump for great justice. Link to comment Share on other sites More sharing options...
samogen Posted December 20, 2011 Share Posted December 20, 2011 I would love to see a separate leveling structure that only applies while in the werewolf form, this would allow the player to progress normally in human form while still being able to "Beef Up" their beast form. This would help enforce the duality your character has to face being a werewolf. To explain I’ll compare the vanilla level up with what I’m thinking. Vanilla (aka base form):When you level up you choose from Magicka, Health and Stamina and a shiny new Perk Point. Werewolf level up:When you level up you could choose from Health, Stamina and Time and every other level a shiny new Perk Point. With perhaps five skill trees to choose from? Tree one: Attack based. Stronger attacks, Faster attacks, Add bleed damage and maybe Fear… Tree two: Defense based. % chance to Ignore Melee, Magicka, Ranged, Poison, Elemental and Bleed Damage. Tree three: Stealth based. Lower Detection Rating, Move Silently and Surprise Attack. Tree four: Form Control based. Able to transform at will (and stuff like that). At higher skill levels you could learn to use your shouts again or perhaps learn how to use your beastly hands to put on werewolf only armor or use weapons the enhance that form. (Not weapons and armor that transforms with you but something you can only use in that form.) Tree five: Acrobatics based. Better jump, run and climb. Just my thoughts now off to work…. Shakes head… Link to comment Share on other sites More sharing options...
boomnuke35 Posted December 20, 2011 Share Posted December 20, 2011 Maybe there should be an alpha werewolf in a quest or something. Idk just an idea but I think that would be cool. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted December 20, 2011 Share Posted December 20, 2011 (edited) Alright, I think I've come up with some short term (after CK drops that is.) The first benchmark is the Proof of Concept 1 version: - Werewolf transformations occur every night at 7 PM and last until 5 AM- Werewolves stats are tweaked to make them more effective in high level combat, they are given rapid level scaled health regeneration.- Beast form is made unavailable to player werewolves.- No sneaking or sneak attack animations. The second benchmark is the Proof of Concept 2, still too basic to release on a large scale: - Like PoC 1 except as noted below.- Werewolf transformations occur on nights with full moons and gibbous moons.- Still no sneaking or attack animations.- NPC werewolves added into the game scattered across Skyrim which transform on the same nights as a player werewolf. The third benchmark is Alpha Release 1, the point at which I think we have enough features to merit a public release: - Like PoC 2/1 except as noted below.- No sneak or sneak attack animations yet.- NPC werewolves now carry a disease that causes the player to become a werewolf on the next night a transformation can occur on if not cured.- Beast form added back to companion player werewolves, allows the player to voluntarily trigger their transformation on any night except those of the new moon. Companion player werewolves also get the ability to transform back to humans on any night except for those of a full moon.- Non-companion werewolves must feed on dead humanoids every time they transform, if they do not, they gain a debuff that grows more potent every night they go without feeding. On the other hand, for every humanoid consumed beyond the first one in a given transformation, they gain a powerful buff to their stats and health regeneration. Companion werewolves gain the buff, but not the debuff. After that point, I haven't made any benchmarks, but I've come up with a list of features for releases that drop in the vicinity of the Alpha 1 release: - Give werewolves a sneak and sneak attack animation, and naturally the ability to do both.- Make the werewolf model less bulky (so the sneaking doesn't seem ludicrous) and make its face less silly looking.- Make an altered version of the new werewolf models to distinguish males from females. (sleaker, larger thighs, lowered shoulder width, narrower face. Absolutely no boobs under any circumstance, let the furries do it themselves if they insist.)- Give werewolves a "return to human" animation, that most likely consists of a reversed and altered version of the transformation animation.- Allow players to access a limited version of the character menu and map.- Make the transformations on gibbous nights be chance based rather than 100%, and allow transformations to occur during first and third quarter phases, albeit at a smaller (~25% chance/night) chance than on the nights of gibbous moons. Ideally this chance should increase every night leadingup to the full moon, reaching 100% on the nights of the full moon, and decrease every night after the full moon, reaching 0% at the start of the waning crescent phase.- Add in generic werewolf hunters with most of their relevant abilities. - Add in first person view for werewolves with matching animations. Once all that's done, I think the overhaul is ready for its basic release. After that point, we could start working on the quest lines as part of an optional module. By the way, we're looking for anyone who's good with scripting to join our team. I think I could do Proof Of Concept 1 by myself, and with some advice from the forums and a few looks at the CoHR scripts (which Logic Dragon said I could use for reference), I might be able to manage to do the percent chance moon phase based transformations,, but anything relating to animation or modeling is well beyond me. Edited December 20, 2011 by TheElderInfinity Link to comment Share on other sites More sharing options...
dianacat777 Posted December 20, 2011 Author Share Posted December 20, 2011 (edited) Samogen, if that's possible, it'd be brilliant. Infinity, do you think it's possible to cause actions in werewolf form to contribute to an entirely separate level-up, with its own specific perks? And Boomnuke, don't worry, we are working on quests. Infinity has some damn amazing ideas. Edit: LogicDragon said we could look at his scripts? Sweet, I'll have to thank them. Those should be a big help in showing what we want to do. As for modeling... I don't know what to do with meshes. I am, however, capable of recolors, and beyond that, textures. There's just one (unfortunately large) catch. No matter what I use, the DDS files lose the identity of their negatives on the extraneous details; the fur that sticks up on the side, and so on. Even if I don't touch those at all, the black background is absorbed into the file itself, creating this; http://i35.photobucket.com/albums/d197/purricat777/skyrimddsfilesarehaters.jpg I'm convinced that I could create some very nice textures if I could only get around this irritating issue. I have photoshop, and enough rudimentary knowledge of it to work with things without them looking completely terrible. Edited December 20, 2011 by dianacat777 Link to comment Share on other sites More sharing options...
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