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[WIP] Call of Hircine: Bloodmoon Rising


TheElderInfinity

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Magic Weakness = dead wolf.

Think about the fact that a lot of people uses mods that power up magics, a lot (and im one of them that uberpowers it, so much that if i don't fight certain battles in a way im good as dead).

Make it an option to choose, 'cause some will get killed a lot in a form that should give them strenght instead of weakness.

 

The strong point of a werewolf is the endurance, not the toughness:

in short he will have a lot of hp, a bit of armor to absorb that 10%-30% at max level, and then some type of elemental resistance (high regen should fight the burning of fire, the fur and skin should make the cold a breeze instead, and he should be able to absorb the shocks of thunder).

HIGH regen should be a must, to give him the change to get the hell out of a fight that almost killed him, recuperate some seconds and then ambush to finish off (think about the hunt of falkreath)

High health is not a must, just something to scale with level (like 5 hp at level or 50 each 10) and a little boost on the mer/human/bestfolk form (1-2 hp each level).

He got a tough skin ok... but not like a damn heavy armor, his hp and regen give him the feel of an hunt, hit and run.

Elemental resistance are not a well thought idea, so maybe the beast has the chance to keep rings or wathever... 20%shock /30%fire /40%cold just to give him some survivability (keep in mind that lightning is the only spell that will hit you, a lot, making you feel hell if you are not cautious)

 

this is my opinion, in short don't balance something that should give you the upperhand in battle, give the player the feeling of an hunter, to hunt inferior beings.

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I love the Idea of this mod and really wish the CK would come out already so you guys could get started! I have some info you might find useful when making this mod. I've been observing the moons and figured out they're cycles. Both moons wax and wan together in sync over a 23 day cycle. I know this for sure because I recorded the full moons on the 6th of Frostfall 4E 201, the following new moons on the 17th of Frostfall, and the next full moons on the 29th of Frostfall. When observing the moons there does appear to be two days of full moon and three days of new moon, I call the second day the true full moon and the middle day of the three days the true new moon.

 

Each moon has its own rise and set time. Masser, the bigger moon, rises and sets at the same time every single day(rising at about 7PM and then setting at about 5AM). Sacunda, the smaller moon, actually has a five-day cycle. The first day of the cycle Secunda rises and sets at the same time as Masser. However, over the next four days of the cycle, Secunda rises at many different times. For example; on the 3rd day Secunda rises at noon so it is only visible with a clear sky. In Frostfall Secunda's cycle starts on the 5th, 10th, 15th, 20th, 25th, and the 30th. I only observed these cycles in Frostfall so I'm not sure if these cycles are different in the other months or not, they shouldn't change though. Here is a text file showing the rise and set times for Secunda over it's five-day cycle:. I was going to include a calender with the moon phases but the file is too big to upload here. I hope this helps! :D

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Figured I'd add another person watching the development of this closely. A lot of what you're aiming for looks like it could be done relatively early and released while the questing and animation issues are addressed. I don't know what your breakdown expectations were (what to release when), but it looks like there's a good chance of at least releasing a number of the gameplay changes early.

 

I'd offer to assist, but my last foray into modding was with Freelancer about 4-5 years ago and Red Alert 2 almost 10. I will be hitting the GECK (or skyrim's version thereof) once its out, and will see how I fare. Best of luck.

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Alright, I just had an light bulb above head moment...what if we tied the dimensions of the werewolf to the weight slider?

 

Since the slider system works by morphing between two models at a fixed rate, we'd only need to make the super bulky and super skinny variants, really only the super skinny since making the werewolf bulkier would cause clipping.

 

Since werewolves are a "race" in Skyrim, it certainly should be possible. We might even be able to use the skin or hair tone system to color the werewolf's fur and eyes!

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