[RELzWIPz] Hunting in Skyrim - Thread #4 (Status: Version 1.

Post » Wed Mar 20, 2013 3:09 am

http://www.gamesas.com/topic/1384079-relzwipz-hunting-in-skyrim-guild-perks-prices-challenges-and-more/ | http://www.gamesas.com/topic/1404969-relzwipz-hunting-in-skyrim-thread-2/ | http://www.gamesas.com/topic/1419024-relzwipz-hunting-in-skyrim-thread-3/

Current Mod Version - 1.3
See below changelog for changes and planned updates.


- Download Links -

Normal Version
Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/ (1.3)
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=77106202
TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1267-hunting-in-skyrim/

No Perks Version
Also on Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=95657304


----------------------------------------------------

Hunting in Skyrim aims to bring to the game a better hunting experience. New gameplay mechanics will be introduced changing the way players hunt, survive, and obtain animal parts and skins from their kills, taking the experience to a whole new level. At it's base level, this mod is working to make living and earning off of the land more exciting, challenging, and much more rewarding. However these new features and gameplay mechanics are fused together by the core idea of the mod; bringing a new Hunting Guild into Skyrim.

The Hunters of Skyrim will become an economic and public service powerhouse, providing services such as pelt/animal part collecting, hunting for game or sport, as well as protecting the good people of Tamriel from the foulest of beasts the lands have ever seen. The reach of the guild will be almost unlimited, and it will have outposts strewn across Skyrim, as well as in Solstheim, High Rock, Valenwood, and who knows where else. The player will follow the journey of this guild from it's humble beginnings, right up until the climix of it's tale, rising through the ranks as the guild grows in size, strength, and renown. Unlike some stories being told in the world, the player may not be the star of the show in this yarn. The guild will grow around them, and will be a living breathing establishment that's lore friendly and fits in perfectly with the rest of the game.


The player can expect to undertake simple pelt gathering missions, small hunting missions of ease with the right skills, quests to slay the mightiest of beasts, and will follow a story that will rock the fabric of the land. Players will learn new skills, earn unique perks, obtain unique weapons and armour, travel the length and breadth of Skyrim and beyond; all of this centred around a radiant and dynamic faction. Building new outposts, upgrading as they go, players will be able to customise how the guild itself is created. Using crafting mechanics similar to Hearthfire, players will even be able to craft unique trophies from their special hunts.

The story of the Hunters of Skyrim is just beginning. Where it will end, is up to you.

----------------------------------------------------

What this mod currently does


In it's current state this mod adds a Hunting Guild to Skyrim. The player can complete quests and challenges, rising through the ranks and gaining renown for completing tasks. The initial Guild hub is based in the basemant of the Drunken Huntsman in Whiterun. Once the main Guild Hall is complete outside, the initial hub will become a Guild outpost.

I have also introduced new perks to the game, centered around hunting. They give bonuses to both damage and protection against animals, and at later levels, all creatures including Dragons.

The first Legendary Animal is added to the game, as part of a Guild Quest.

The base value of hunting "loot" has been increased so that it's a much more viable source of income. I have tried to keep it balanced and the values not too high.

----------------------------------------------------

Features coming in the next update (1.3)

Update 1.3 will include more main quests, new legendary creatures, radiant contract quests, guild recruitment, stat tracking, new skills (Hunting and Skinning skills) that are tracked in the stats book so won't affect the standard skills, and much much more. Below are videos of just some of what you can expect:

Unique Features.

NEW! http://static.skyrim.nexusmods.com/mods/images/18866-2-1349955855.jpg - Tracking system for all animals killed, animals skinned, Guild contracts completed etc.
NEW! http://www.youtube.com/watch?v=wD3oQLfj1FI - Preview video of the new feature coming in 1.3; Carcasses. They will replace normal hunting loot, and create a whole new hunting system. See video and YouTube description for details.
NEW! http://www.youtube.com/watch?v=CAMXt6cEsmE - Crafting trophies to decorate the Guild halls.
http://www.youtube.com/watch?v=lvepV5IIUlI - Video showing how I can track kills in quests, allowing more player freedom for hunting quests.


Contracts. Quests that allow dozens and sometimes hundreds of variations for repeatable "Contract" quests.

http://www.youtube.com/watch?v=2PPtyj2r884 - Showing the dialogue system to give the player a contract at random.
http://www.youtube.com/watch?v=N1bbhwDtoqM - Showing the amounts needed for contracts can be random.
http://www.youtube.com/watch?v=Tgm5O5BR7Pw - Showing the Pelt/Object required can be random each time.
http://www.youtube.com/watch?v=jpbEyjcNJHU - Showing a fully random quest. NPC, Object, and Amount is always random.

NEW! http://www.youtube.com/watch?v=ertiE53DFjQ - A simple radiant export quest shown here, as well as how they are replaced.

NEW! http://www.youtube.com/watch?v=REjPMplGYmI - This video shows how the Hunt Contracts are replenished.


Guild Hall Videos. Showing the new Guild Hall I'm working on for version 1.3.

http://www.youtube.com/watch?v=2hwZ_YAgiJM - Showing the Main Hall, Feasting Hall, and external buildings.
http://www.youtube.com/watch?v=-ntcJol7vME - Preview of the Guild Hall Sleeping Quarters. Showing various rooms for the player, Guild Porter, and Guild members.
NEW! http://www.youtube.com/watch?v=iW_gsK-YCrs - Preview of the Whiterun Outpost armoury, with my training dummies.


Many more screenshots and videos can be found on my Nexus mod page http://skyrim.nexusmods.com/mods/18866.

I am aiming for release of 1.3 in the next 2-4 weeks, depending on time. Dragonborn DLC has thrown a spanner in the works in terms of my radiant quests, so I need to fix those before I can release. You can expect a hefty upgrade when you move to version 1.3 though :smile:

----------------------------------------------------


A WORD OF WARNING FOR STEAM USERS

My coming update, version 1.3, changes how the initial quests play out. This is down to user feedback that I have receieved. The quests and scripts will be different than in this version on Steam (version 1.2.1). Now as you know Steam updates your mods automatically. Because of this, if you are working through the quests and Steam updates the mod on your system, it will likely break the mod.

Sadly there's nothing I can do about this. There are however 3 things I can recommend for you to do.

1. Play through the mod and complete all available quests. Or complete Pelts for the People, and do not start the Great White Stag quest.

2. Do not start any quests atall in this mod until the next version is released.

3. Unsubscribe to the mod on Steam and download/install it from one of my other hosted pages like TES Alliance, or Skyrim Nexus. That way you can control when your mod gets updated.

Users who have downloaded from these sources will be informed in detailed updating/installation instructions how to update the mod before they physically do.
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Sharra Llenos
 
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Post » Wed Mar 20, 2013 9:00 am

** Reserved for changelog **

----------------------------------------------------

Spoiler


- Version 1.2 (Guild and Quests) 12/8/12 -

- Added the start of the Guild, in the basemant of the Drunken Huntsman. Navmeshed, so follower friendly.
- Added Elberond, the Guild Porter, for dialogue and quests (silent voices)
- Added quests, 5 in total to get the mod started
- Added some dynamic dialogue to the Hunters already in the game (silent voices)


- Version 1.2.1 (Guild and Quests - Fixed land) 13/8/12 -

- Fixed skewed land near Whiterun.


- Ongoing and near-future plans (Updated 11/11/12) -

- Mod will require Update.esm as a master file, meaning you will need to have an updated game to use my mod (Complete)
- Pelts added by Real Wildlife (Like Large Bear Pelts) will count towards pelts counts, during some quests (Complete)
- Complete Guild Hall itself (progress screenshots will be uploaded). It'll be located somewhere in the wilds, rather than beneath the Drunken Huntsman. Follow the comments to stay updated on this. (50% Complete)
- Add Skinning & Crafting system (Complete)
- Add ambient acoustic guitar music to guild - recorded by myself (1 Track Complete)
- Build main Guild Hall interior (50% Complete)
- Add spoken dialogue to NPCs (ONGOING)
- Add repeatable & radiant "Contract" quests (10 COMPLETE - ONGOING)
- Add more guild Main Quests (3 COMPLETE - ONGOING)
- Add higher level quests for the Guild - (PRIMARY - ONGOING)
- Add Trophies for main guild quest creature kills - (PRIMARY - ONGOING)
- Add Hunters to be members of the Guild. All named with dialogue.


- Bug Fixes (for version 1.3 unless specified) -

- Fixed Elk Hides to read Elk Hide instead of Deer Hide (game issue).
- Fixed pelt trading dialogue to accept the correct Deer and Elk Hides, and fixed the Sabrecat Pelt bug.
- Fixed mod bug where "friendly" animals (dogs etc) would sometimes (rare) attack the player, like the ones in Dawnguard.
- Fixed game bug where Black Bears had brown pelts, and Brown (Cave) Bears had black pelts.
- Mod has been cleaned with TES5Edit (and will be each update).
- Slanted wall outside of Pelagia Farm.
- Deleted pillar in the Bannered Mare.
- Fixed stair in Whiterun Guild base so actors no longer get stuck at the top. This is a bug with that stair object, in all places in Skyrim you find them... like in Breezehome.
- Fixed a bug which meant all hunters in the game say the line "...you're the one who killed Great White", and only that line.

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Horse gal smithe
 
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Post » Wed Mar 20, 2013 2:00 am

Hi Daddy, followup question re advice items 1-2. I have completed the pelts quest but am midway through the Stag quest. Should I find the Stag before the impending update?
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Kevan Olson
 
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Post » Wed Mar 20, 2013 1:24 pm

Hi Daddy, followup question re advice items 1-2. I have completed the pelts quest but am midway through the Stag quest. Should I find the Stag before the impending update?

Hey man yea that would be the best thing to do.
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christelle047
 
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Post » Wed Mar 20, 2013 2:35 am

I'm on it then, thanks! I do not want to mess up my chances in thrilling 1.3!
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Spooky Angel
 
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Post » Wed Mar 20, 2013 10:32 am

I'm taking suggestions for a name for the guild main hall. Currently it's just called Hunting Guild, or Hunting Guild - Main Hall. Here is screenshot of the building in it's currently developed state (still a work in progress of course). Skinning shed can be seen on the left.

http://cloud-2.steampowered.com/ugc/615010909606648653/5D27084A6B438285DFCD42751CFFB73EB29A6242/

I'm thinking of the standard "Something Cool" Hall, but feel free to use your imagination! :)
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Breautiful
 
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Post » Wed Mar 20, 2013 12:25 pm

that looks great so far. really love this mod. looking forward to the 1.3 release.
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Jessie
 
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Post » Wed Mar 20, 2013 5:53 pm

Just calling it Hunters' Hall would be simple, direct and alliterative to boot! (although no cool factor)
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k a t e
 
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Post » Wed Mar 20, 2013 3:53 am

I don't know why, but after looking at that pic (looking good btw) for some reason in my head I want to call it "xxx Lodge". Not sure what the first word should be but "Lodge" just feels right. Maybe just a simple "The Grand Lodge of the Hunters Guild", "Grand Lodge" for short. A bit Freemason-ish I know, but I think it fits well. Just my tuppence worth...

- Hypno
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Natalie Taylor
 
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Post » Wed Mar 20, 2013 7:58 am

Yea i see how Lodge would fit mate.
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Chloe Mayo
 
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Post » Wed Mar 20, 2013 9:22 am

I retract my earlier suggestion, (something) Lodge, yeah!
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Jeneene Hunte
 
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Post » Wed Mar 20, 2013 10:52 am

Ok so maybe something simple like Huntsman's Lodge/Hunter's Lodge. Or something animal related like Deerstalker Lodge, or maybe Wolfsbane Lodge.
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Alessandra Botham
 
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Post » Wed Mar 20, 2013 9:56 am

Something that I mentioned a little while ago (can't remember if it was on this forum or in the mod comments) was that the Portable Skinning Kits take time to set up. The reasons for this are twofold.

1. It adds to the realism of having to set up everything needed to properly skin your kills.
2. It adds balance to the system. The benefit of skinning in the wilds is ofcourse removing the need to travel somewhere to skin your animals. Because there is a time to set up your kit, it adds a downside.

Although losing a few hours isn't the end of the world, it's just a little something to add to the experience. The Portable Skinning Kits have been improved for the coming update to. I wasn't happy about how I'd set them up before, logistically. Because I use a switch-a-roo similar to camping equipment mods, I've improved the script to make it more simple :smile:

I'll be working hard on the update tomorrow, going to try and cram a few more quests in.


EDIT

I should also add that currently the default times to set up your skinning kits are as follows.

Basic - 1 Hour. Common - 3 Hours. Expert - 5 Hours.

As you improve your skinning skills you'll be able to knock those times down. I'm thinking top tier would be:

Basic - 0 Hour. Common - 1 Hour. Expert - 2 Hours.
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Wane Peters
 
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Post » Wed Mar 20, 2013 3:00 am

Something that I mentioned a little while ago (can't remember if it was on this forum or in the mod comments) was that the Portable Skinning Kits take time to set up. The reasons for this are twofold.

1. It adds to the realism of having to set up everything needed to properly skin your kills.
2. It adds balance to the system. The benefit of skinning in the wilds is ofcourse removing the need to travel somewhere to skin your animals. Because there is a time to set up your kit, it adds a downside.

Although loosing a few hours isn't the end of the world, it's just a little something to add to the experience. The Portable Skinning Kits have been improved for the coming update to. I wasn't happy about how I'd set them up before, logistically. Because I use a switch-a-roo similar to camping equipment mods, I've improved the script to make it more simple :smile:

I'll be working hard on the update tomorrow, going to try and cram a few more quests in.


EDIT

I should also add that currently the default times to set up your skinning kits are as follows.

Basic - 1 Hour. Common - 3 Hours. Expert - 5 Hours.

As you improve your skinning skills you'll be able to knock those times down. I'm thinking top tier would be:

Basic - 0 Hour. Common - 1 Hour. Expert - 2 Hours.

Should there also be a game size component for skinning? My RL dad could skin a rabbit in a couple of minutes, but I bet it would've taken him a lot longer for a Mammoth.
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Nathan Risch
 
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Post » Wed Mar 20, 2013 5:59 am

Should there also be a game size component for skinning? My RL dad could skin a rabbit in a couple of minutes, but I bet it would've taken him a lot longer for a Mammoth.

That's something I've thought about mate yea, not sure if/when I'll implement something like that though :)
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jesse villaneda
 
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Post » Wed Mar 20, 2013 1:24 pm

Is this a work in progress or is the plot for the questline complete?
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Nienna garcia
 
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Post » Wed Mar 20, 2013 6:19 pm

Is this a work in progress or is the plot for the questline complete?

WIP. Read the section in the first post about what this mod currently has :)
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Kira! :)))
 
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Post » Wed Mar 20, 2013 9:10 am

For users of Real Wildlife Skyrim

A feature I have added is a way for you to exchange your Large pelts found on animals added by that mod, for 2 x standard pelts. The reason for this is because my mod introduces a bigger need for animal pelts, and if you use Real Wildlife you'll find a lot of the advlt and Mature animals. These have Large pelts, which aren't really supported by my mod. Now though you can swap them for 2 normal pelts. Example: If you have 2 Large Wolf Pelts, you'll be given 4 x Wolf Pelts. The secret little room you can do this in is only available if you have Real Wildlife installed.

I might alter it later and include a large pelt version of my own instead to use in quests (one exists already for the carcass system), but this will do for now :smile:

http://cloud-2.steampowered.com/ugc/613885499297010333/206E87D6904985BAE2B6F7E437570413511E7FD0/

I should say this is only really relevant if you don't play with my Carcass system switched on. With Carcasses on, you'll be given a Large carcass anyway :smile:
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Alexis Acevedo
 
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Post » Wed Mar 20, 2013 1:14 pm

1. It adds to the realism of having to set up everything needed to properly skin your kills.
2. It adds balance to the system. The benefit of skinning in the wilds is ofcourse removing the need to travel somewhere to skin your animals. Because there is a time to set up your kit, it adds a downside.

Yay, lucked out. And yea I'm still here :P

I actually just finished Red Dead Redemption - I can definitely see why you chose it as a one of your models. It's very simple but enjoyable, I'll have to see how far it goes with Jack. I didn't do many side quests on my way through it lol, but if you ask me, one of the best games I have ever played.
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Soph
 
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Post » Wed Mar 20, 2013 2:08 pm

Yay, lucked out. And yea I'm still here :tongue:

I actually just finished Red Dead Redemption - I can definitely see why you chose it as a one of your models. It's very simple but enjoyable, I'll have to see how far it goes with Jack. I didn't do many side quests on my way through it lol, but if you ask me, one of the best games I have ever played.

Yep its one of my favourite games of all time :) ill be adding a "hunting challenges" type mini game to, like you see in RDR. But that's a story for another day ;)
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Dustin Brown
 
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Post » Wed Mar 20, 2013 6:11 pm

Hey guys I've been thinking lately about broadening the scope of this mod's focus. Currently its all about hunting animals and collecting pelts. I am looking at giving a higher focus to food, for either eating or selling.

Do you guys think a focus on plant collecting is within the scope of the mod? Shifting from purely hunting to hunting and gathering. With 3 lines of focus in the mod, pelts, food, and plants, it would allow me to add some form of specialisation for the player to follow.

This could lead to different types of side quests being available, or perks achievable, depending on how the player wants to play.

Any thoughts? :)
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CRuzIta LUVz grlz
 
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Post » Wed Mar 20, 2013 7:17 am

Thoughts? Before broadening the scope, please, with sugar on top, release 1.3! You have now tortured us for months on end about the next amazing feature from carcasses to skinning to kill tracking! http://www.gamesas.com/index.php?&app=forums&module=extras§ion=legends#


Seriously though, I'd say finish most of what you want to do with hunting first and then shift gears to gathering. I know Chesko plans to tinker with gathering for Last Seed and it will definitely be a welcome addition for survival gameplay.

Not too keen on specialization, for the experienced hunter/outdoorsman should be well versed in all three areas (pelts, food, plants), but possibly as an added bonus or quest like Oblivion had for Master level spells.

OK, let's get that 1.3 beta out! :D
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Amanda Leis
 
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Post » Wed Mar 20, 2013 3:29 am

Oh yea 1.3 is being released before any new features are made. I just have to tie all the quests and system together so that someone can actually play the mod :)

Maybe less of a "specialisation", and instead a "more variety" type situation is what I mean. Letting the player do these things, or not, meaning they can have fun doing any of these activities.
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Pixie
 
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Post » Wed Mar 20, 2013 4:32 pm

So I finished the White Stag. However there seems to be nothing to do afterwards. There's no new members and every time I speak to the person in the guild for jobs he just says "Lets take a look." and nothing happens. I have the version with no perks also.
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Nichola Haynes
 
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Post » Wed Mar 20, 2013 12:59 pm

Hey guys I've been thinking lately about broadening the scope of this mod's focus. Currently its all about hunting animals and collecting pelts. I am looking at giving a higher focus to food, for either eating or selling.

Do you guys think a focus on plant collecting is within the scope of the mod? Shifting from purely hunting to hunting and gathering. With 3 lines of focus in the mod, pelts, food, and plants, it would allow me to add some form of specialisation for the player to follow.

This could lead to different types of side quests being available, or perks achievable, depending on how the player wants to play.

Any thoughts? :smile:

I'm fine with the hunting focus alone, but if there were a branch-off, fishing feels the closest-related endeavor to me.

A caution about plant gathering though. You may want to wait until they fix the plant respawn bug. (I am now hopeful that will actually happen someday, given the 1.9 fix list.)
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James Rhead
 
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