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Hogs Gone Wild Mod WIP


WilsonB1

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First version of the adult male is in-game working with placeholder rigging. I had to set the bristleback boneset aside and use the cow boneset. I was running into some "hiccups" using the bristleback boneset however the cow's proportions/animation set works well suprisingly. The cow animations for grazing, walking, and the head thrust attack which is usually used for the cows horns looks nice for the pigs attacking with tusks... So anyway for now I may just stick with this cow boneset :biggrin:

There are some slight positioning issues with the pigs tail, legs, ears being affected by other parts of the body moving but I should be able to solve this by slightly tweaking the positioning of the effected parts or manually changing the weights of certain bones to not affect unwanted areas of the model...

 

http://i.imgur.com/J0dVlVR.jpg

 

http://i.imgur.com/tfaw7Wl.jpg

 

I must say progress is steadily moving along. I should have a public beta ready in the next week or two featuring the adult male. There will most likely be spawn points setup throughout the holds for the adult males, as well as proper AI packages. Bellow are the AI packages to be hopefully included for the demo:

AI Packages

-Foraging (Dawn)
Description:
From around 04:30 to 07:00 adult males will wander from their nesting areas in search of food. They will be drawn to sources of water in their "territories".

-Nesting (Daytime)
Description:
During the daytime from around 07:00 to 19:30, adult males will seek refuge under the cover of the forests and low brush. Typically during this time they will be found to be resting/sleeping.

-Foraging (Dusk)
Description:
From the hours of 19:30 to 20:30 adult males will gather at local water sources as well as forage for food in surrounding areas.

-Foraging (Night)
Description:
Around 20:30 at night to 04:30 the next morning adult males will wander close/into local human settlements/farms looking for chickens and other small creatures to kill. It is to be expected they are looking for food. If there are no human settlements/farms in the territory of that particular pack/individual pig then they will simply wander and forage about their territory.

Some other small goodies I hope to have enough time to squeeze in for the public beta 0.1 but I will keep them as a suprise for now!

Edited by Wilson_B
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I am finished (for now) with the Adult male boar rigging which is now ready for the Public v0.1 beta demo. I plan on coming back to it and tweaking some weighting and placement of hair (w/alpha) on the sides of the adult male boar which will be addressed in the first patch. Again I expect to have public v0.1 beta ready sometime next week! Look forward to people trying it out and having some fun with the mod.

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I am finished (for now) with the Adult male boar rigging which is now ready for the Public v0.1 beta demo. I plan on coming back to it and tweaking some weighting and placement of hair (w/alpha) on the sides of the adult male boar which will be addressed in the first patch. Again I expect to have public v0.1 beta ready sometime next week! Look forward to people trying it out and having some fun with the mod.

I really love the look of these hogs!

Are they rigged to Dragonborn's boar by the way?

 

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I am finished (for now) with the Adult male boar rigging which is now ready for the Public v0.1 beta demo. I plan on coming back to it and tweaking some weighting and placement of hair (w/alpha) on the sides of the adult male boar which will be addressed in the first patch. Again I expect to have public v0.1 beta ready sometime next week! Look forward to people trying it out and having some fun with the mod.

I really love the look of these hogs!

Are they rigged to Dragonborn's boar by the way?

 

 

Hey Shadowjin, first and foremost thanks for taking an interest in the mod.

 

The adult male boar in the pics is setup to use the highland cow skeleton due to the body proportions of the adult male boar. I looked at the bristleback and decided not to use it's boneset due to the long length of the bristleback model's legs. The cows proportions are much closer... and this way as well non Dragonborn owners will be able to enjoy the mod as well - it's a win/win situation imo :)

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Mmm.. Not bad, not bad.

I did think about it, it'd just make them maybe a bit too similar to bristlebacks.

Using cow skeleton sounds like good idea, that way they act more like wild animals instead of some sort of murderous predator.
:biggrin:

Really looking forward to this mod. Though, gonna take some time before I'm able to play..
Did FULL format of skyrim, gotta download all my mods, NMM, BOSS, Wrye bash, more mods.. And Skyrim itself.

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Mmm.. Not bad, not bad.

 

I did think about it, it'd just make them maybe a bit too similar to bristlebacks.

 

Using cow skeleton sounds like good idea, that way they act more like wild animals instead of some sort of murderous predator.

:biggrin:

 

Really looking forward to this mod. Though, gonna take some time before I'm able to play..

Did FULL format of skyrim, gotta download all my mods, NMM, BOSS, Wrye bash, more mods.. And Skyrim itself.

Oh dear god, the dreaded full format/reinstallation of all your mods... Good Luck!

Edited by Wilson_B
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Development of the adult male AI packages is well underway. The first set is complete for the Public v0.1 beta demo.

The set includes:
*note* Combat interruption applies to these packages

Foraging (Dawn/Dusk)
Features:
These 2 packages make the adult male hogs go out and graze 16384 units (roughly 234 metric meters) from their respective nesting area.

Nesting (Daytime)
Features:
This package will make adult males seek out "foliage" objects to sleep in/around/under (trees).

Raid (Nightime)
Features:
This package will make adult males seek out one of the following objects relevant to NPC developed areas within a 16384 radius perimeter from adult male position during Raid package initiation with the intent of showing the adult males actively trying to exploit settlements etc for food/prey creatures to eat. So basically long story short, pigs using the raid AI package will be drawn to settlements etc at night:P

Relevant Object Reference Keyword List
(for adult male raid AI package):

-BanditCamp
-GrainMill
-SmallCookingPot
-CookingSpit
-Farm
-ForswornCamp
-GiantCamp
-Settlement
-Town
-MilitaryCamp
-OrcStronghold

To be added to the list:
-reagents
-edible plants (wild or farmed)
-chickens
-goats
-children or dogs

The sequence for the package is the engine will go down the reference keyword list and once it lands on one that is in pigs radius, it marks that travel procedure, the pig goes to radius of object, and starts sequence procedure idle meaning he'll do idle stuff once he gets there or most likely attack villagers/animals. I need to tweak theadult males a bit still to make them a tad more timid, they will stand there and give you some warning grunts but once you are in combat with them, they rarely run off... or have a chance to >:(

One thing I am wondering about is how to make the object reference keyword list order I am using for the travel sequences randomized so that if an adult male keeps spawning in the same general area, the object reference keyword they choose to move to isn't always the first one in the list the engine encounters. IE if a grain mill is near the adult male and the grain mill sequence is at the top of list, and each night the pig goes out on his raid the chosen travel sequnce he will always take will be the the one which contains the first keyword which is relevant to him which will always be "GrainMill".

Stay tuned...

Edited by Wilson_B
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HogsGoneWild v0.1 Public Beta will be released in the next couple days hopefully. Ran into some issues with getting the unique adult boar voicetype setup not working yet in-game which I am in the process of fixing (hopefully quickly). Long weekend here in Canada so I lost a few days being able to finish up work on the public beta but am back on track now and will work towards demo release post haste.

Edited by Wilson_B
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Dude, looking forward to this. I wish more people would pursue adding new animals to the game to help with immersion. For regular wild life I think we need turtles, squirrels, snakes, frogs, skunks, beavers, and turkeys. Maybe some sea animals; sharks, dolphins, whales.

 

Too bad most people don't try this out.

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