MofoMojo Posted April 3, 2012 Share Posted April 3, 2012 (edited) Hey guys, I thought I had posted this but apparently I didn't hit save, or what not. Here's a quick run through of dealing with Attack on Sight. http://www.youtube.com/watch?v=8zJdLV0Kecs Excuse the commentary....I was having a bit too much fun. -MM Edited April 3, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
chow404 Posted April 3, 2012 Share Posted April 3, 2012 When you use forma, shouldn't you stop being able to have your animal? With the wolf it would be alright i can see how people might look the other way, but if you get something like a sabercat, people should at least be hostile to your animal. Link to comment Share on other sites More sharing options...
MofoMojo Posted April 3, 2012 Share Posted April 3, 2012 When you use forma, shouldn't you stop being able to have your animal? With the wolf it would be alright i can see how people might look the other way, but if you get something like a sabercat, people should at least be hostile to your animal. The problem with hostility is that it's all faction based, so there's no easy way to make them ... hostile to your animal and not to you if the animal is under your control. It is possible that Forma could be setup to release animal allies (which can be fun!) but there's nothing to say you just aren't a well trained animal trainer! Your bad kitties can't go into walled towns except by one exploit which I wish I could figure out how to do on purpose. Actually, if I wasn't working on this mod so feverishly I'd be working on a hunter/trainer mod, similar to what you get from the old WoW days about...oh.... 5 or more years ago? Where animals gained skills, and levelled with you and you have a perk tree for your pets some how. Problem through books and whatnot. Anyway, I digress. Added in some animations to progression and regression through the vampire ranks. Nothing spectacular, but it looks nice. Last build out to JK. I need to get my eyes off this thing for a few days. It's REALLY time for some fresh blood to call out the flaws and make some educated suggestions after play through. There are few base things we haven't implemented yet but I don't feel they detract from the overall mod at this point. -MM Link to comment Share on other sites More sharing options...
MofoMojo Posted April 4, 2012 Share Posted April 4, 2012 Fixed two game changing issues in the latest builds around health regeneration. Health was just not regenerating at the speed it was supposed to, and combat health was regenerating at fast speeds than it was supposed to ONCE FIXED. Took care of both issues tonight and dropped one last build to JK. Unfortunately, with the health regen changes, it might change the need to allow so many harvestable hearts....but I'm going to let playtesting determine whether that should be tweaked. Suffice to say, the health regeneration was hardly noticeable before, now it's what it should have been all along. :wallbash: -MM Link to comment Share on other sites More sharing options...
Jakisthe Posted April 4, 2012 Author Share Posted April 4, 2012 Tested; mostly very small issues. You know what that means! Probably! Although I've learned to bite my tongue with these situations so I'm not going to specify! :facepalm: Link to comment Share on other sites More sharing options...
MofoMojo Posted April 4, 2012 Share Posted April 4, 2012 Tested; mostly very small issues. You know what that means! Probably! Although I've learned to bite my tongue with these situations so I'm not going to specify! :facepalm: Haha...well all, I've sent Jakisthe one last update with MOST of the issues she pointed out fixed. I haven't been able to reproduce some of the others so we're in discussion, but it's almost time. I can feel it. If she's good with this last run, it means she's holding the Beta Release Candidate in her hands. If you're on the beta (and I have no REAL idea of who is) then please use this forum to discuss the beta constructively once it's in your hands. I know we're not going make everyone happy with every direction we've taken but know that much of our heart and soul has been put into this since before the CK was even released and the beta is for constructive feedback and a chance to steer our course. You DO NOT have to like the beta, and I'm sure there may be parts of it you won't like but let's be civil. Don't keep the oppinions to yourself, please DO SHARE your oppinion on what you like and don't like and I would ask that we all respect each others oppinions as they are. Just again, know that we've invested a lot of ourselves into making this happen and we've truly appreciated all of the suggestions and feedback you've given here so far even if they were ones we couldn't or didn't implement or having to wait until future iterations. Thank you, MofoMojo Link to comment Share on other sites More sharing options...
yota71 Posted April 4, 2012 Share Posted April 4, 2012 then it will be released in short time? I just want to test this mod :) Link to comment Share on other sites More sharing options...
MofoMojo Posted April 4, 2012 Share Posted April 4, 2012 (edited) then it will be released in short time? I just want to test this mod :) If Jakisthe like's the current build enough to live with the current known issues (that I am having difficulty reproducing) then the answer is yes. I'll go ahead and say this. We should have something aviailable in time for the weekend. :whistling: -MM Edit: I found one major bug that was introduced somehow this morning. I'm homing it's an old savegame issue, but it's a blocking bug. Will report back.Edit: Found bug determined to be caused by using the feature to go back to normal vampire, going BACK to belua vampire afterwards, certain alias references in scripts wouldn't hold. Found a workaround. Since this is a very limited scenario and a workaround is possible. Moving on.... Edited April 4, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
nskin039 Posted April 4, 2012 Share Posted April 4, 2012 What about an option to bottle blood ? Instead of feeding you bottle blood to consume at a later time. Something to consider. I think it would be very useful. Link to comment Share on other sites More sharing options...
MofoMojo Posted April 4, 2012 Share Posted April 4, 2012 (edited) What about an option to bottle blood ? Instead of feeding you bottle blood to consume at a later time. Something to consider. I think it would be very useful. Hearts serve some purpose there already. So I'm my own school of thought on this, that crosses in and out of everyother thought. I don't like the idea of bottling blood because to me, they arem't mourishing off of the blood, but off of the life force. Whichi is why I make tit so only hearts that can be harvested within 10 seconds of death have sustainable blood and I just let go the whole idea about "wouldn't it go bad". So....I'm open to the idea of bottling blood. It should be something that required some very specific ingredients that made sense. Like for starters, Blood from a bleeding victim. Maybe you have two options, Feed Attack, and Extract Blood. The blood itself wouldn't do anything for you. It would have to be combined with some other things, like...Vampire Dust. for its restorative abilities, A Destroyed Heart you''ve collected previously, and maybe something else like taproot. Assuming there's a need for it. -MM Edited April 4, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
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