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

Post » Tue May 07, 2013 7:22 am


On my nexus mod page, above your comment you posted lasted night, it tells you that's the last quest lol.
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Nathan Barker
 
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Post » Tue May 07, 2013 10:45 am


Yeah but isn't there supposed to be side missions from other hunters? Like killinmg unique animals?
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Rhiannon Jones
 
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Post » Tue May 07, 2013 10:51 am

Nope that's it for version 1.2. You might be getting confused because I've got videos and stuff for the coming update on the mod page, it does say coming in version 1.3 though

How you finding the mod so far? Anything you think needs improving, or you got any ideas for future features?
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Sherry Speakman
 
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Post » Tue May 07, 2013 9:54 am


Yeah its a pretty cool concept. Voice acting would be nice but its understandable if there isn't any. Side quests like hunting wolves, deer, bears, etc for NPCs would be good also alongside the sidequests you can take from other members for unique quarry (ex: Adrianne wants 5 wolf pelts to make leather) and the guild leader should accept deer hides also.
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Anna S
 
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Post » Tue May 07, 2013 8:46 am


In the works

People! This isn't a promise, but I'm going to push to get the update finished this week. There's just a few more quests to do (which by now don't take me too long). When I'm happy with the stability of the update and the amount of content, I'm going to release it.

Fingers crossed nothing gets in my way!

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Nikki Morse
 
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Post » Tue May 07, 2013 4:24 pm

Sounds good!
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Alada Vaginah
 
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Post » Tue May 07, 2013 12:39 pm

Godspeed, sir!
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Harry Hearing
 
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Post » Tue May 07, 2013 9:28 am

Quick update. I've improved the carcass system, I feel greatly, by adding a couple of extra things.

When you take an animal carcass from the animal's inventory, then close the container screen, an animation will play out showing the player kneel by the carcass, a black screen shows for a couple of seconds, and then the player stands up and the animal is gone. If you have SKSE installed the container menu will close automatically when you take the corpse. If you have a weapon drawn you will sheathe it before kneeling, and if you're in combat there won't be any animation, you'll just take the carcass and the animal will disappear.

I'm going to work on the quests tomorrow, hopefully get a couple finished.

I know I'm taking a long time with this update, I've been working on it for months now. It's just I bug test a friggin' tonne, it's like a compulsion. Sometimes for every 10 minutes I spend creating something, I'll spend an hour or two bug testing it, and tweaking it. I also want to bring a lot of content to the mod with this version. I want it to be substantial. I'm not a fan of doing small updates every few days/weeks. Look at Frostfall for an example of that. Bugs get fixed in little updates sure, but Chesko likes to take his time between big additions
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Melanie Steinberg
 
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Post » Tue May 07, 2013 11:45 am

Sounds great! BTW I vaguely remember in Red Dead Redemption (I didn't play but I watched my son play it, and the hunting/skinning was my favorite part) how there was a "skinning" sound too. A couple of the "squishy" sounds for when you put away certain alchemy ingredients might match well if you wanted to use one of those for a taking-corpse sound.
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Sarah Bishop
 
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Post » Tue May 07, 2013 10:02 am

Sounds for things is cool i already have the screen go bloody when you skin a carcass so that fits well.
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Erich Lendermon
 
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Post » Tue May 07, 2013 4:40 am

*Cries a tear of joy
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luis dejesus
 
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Post » Tue May 07, 2013 8:57 am

Status Update For Version 1.3


Stats & Skinning systems, Hunting and Skinning Skills. I'm happy with these now to the point where I feel they are completed. I've bug tested as much as I could, and feel I've got everything right in terms of mechanics. I've also included full Real Wildlife creature support (as much as I think is done), which should mean SKYTEST support to. Over time I'll tweak things like carcass weights, but I'll leave that to user feedback. Of course as bugs crop up I'll fix them.


Unlockable Abilities. I have added the following abilities (not perk tree perks) to the game for 1.3. I will be adding more over time, but these will suffice for now.

Hunting Skill Abilities:
Hunters Kill Vision - Kills will glow for a short time making them easy to spot in dark places/environments, or long grass areas.

Skinning Skill Abilities:
Improved Pelts - Improve your skinning skill enough and you'll be able to improve your pelts at the Skinning Rack to Good Fine and Flawless grades.
Clean Skinning - When your skinning skill is high enough you will obtain 2 pelts for every carcass you skin.

Trophy Abilities:
Trophy Recovery - With dynamic trophy bases you have the option to take down your erected trophy to put a new one in it's place, however you lose that carcass. But when you've crafted enough trophies you'll be able to not only take down your trophies but recover the animals carcass as well.

Portable Skinning Abilities:
Improved Setup/Pack Away time - The more animals you skin using your portable kit, the faster you get at setting up and packing the kits away. Example: Expert Kit by default takes 6 hours to set up, but you can get that time down to 3 hours.


Guild Upgrades. I feel I have added enough upgrades for the Whiterun Guild Outpost now, for the next update. If I can think of more I'll add those in. At a later date I'll be adding wall decoration (not manual, think Hearthfire) trophies, but they take the biscuit so will wait for the next update for those. Purchasable upgrades included in 1.3 are main room Firepit, Dining Area, Floor improvements, and Shop/Store with radiant vendor recruitment quest. Just one free upgrade is included in 1.3, the Trophy Crafting Room. There are currently 3 dynamic trophy bases in the Whiterun Outpost, and a smaller one used in the training quest. I haven't decided if the armoury will be included in 1.3 yet.


Guild Main Quests. Currently 5 are fully completed for the player to undertake after hunting down the Great White Stag. These include 3 actual main guild quests to progress the guild and story, and also the skinning and trophy crafting training quests. Main quests are going to be my focus over the next few days.


Guild Contract (radiant) Quests. I currently have 6 general contract quests finished, and 2 export quests finished. As these are radiant they can have a total of hundreds of different outcomes for NPC, item to collect, and how many items to collect. I'm also working on adding 2 "bounty" quests for the main guild hall, as shown in this video - http://www.youtube.com/watch?v=REjPMplGYmI


Guild Locations. Currently the Whiterun Outpost is basically finished for now. I will improve it later on. The Main Guild Hall is basically finished to, but story wise I'm not sure if I'll introduce it in the story featured throughout update 1.3. However as I said, it's basically finished all except the main trophy room. I don't want to go into too much detail, but it's going to be hot stuff.


New Initial Additions. To improve the early stages of the Whiterun Outpost being constructed, I have added some progression to its completion. Instead of an empty room when you first enter the outpost, you'll be greeted with http://static.skyrim.nexusmods.com/mods/images/18866-1-1360097304.jpg.


In summary (or TL;DR)

Lots of things will be coming in the next update guys. As stated above the focus for me now is solely on actual main quests. I've done enough of the level design, system and stat creation, and all that jazz to satisfy myself that 1.3 will bring enough content to keep people busy. For those wondering, voice acting will begin work in the next few months

That's all folks!


EDIT:

Added details of the new things coming for the initial guild construction.
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kristy dunn
 
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Post » Tue May 07, 2013 2:04 pm

Been waiting for a long time for this update)
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Devils Cheek
 
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Post » Tue May 07, 2013 7:22 am

Seeing as how I'm making some new main quests over the next few days, anybody got any cool ideas?
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Karl harris
 
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Post » Tue May 07, 2013 10:53 am

I will be releasing update 1.3 today. I have decided to forgo adding a few more quests that I had planned, instead going with what I have completed. I just need to finalise a couple more things, then I'll do the documentation and readme, and uploading.

Sorry for the long wait, I hope you guys enjoy it
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Manny(BAKE)
 
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Post » Tue May 07, 2013 12:10 pm

Woohoo!

Re future possible quests, hunting mammoths is fun, but of course it always seems to be poaching, not hunting since they belong to giants. It would be great to have a wild unowned herd somewhere to cull now and then.
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Markie Mark
 
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Post » Tue May 07, 2013 8:04 am

Good idea mate

Ok so the update is basically finished! I just need to do more testing to ensure nothing's broken with the new patches, and write up the readmes etc. If I don't get round to uploading it tonight fear not, give it another day or so for me to dot the I's and cross the T's
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Sarah Kim
 
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Post » Tue May 07, 2013 1:25 am

Update 1.3 uploaded to the http://skyrim.nexusmods.com/mods/18866/. Steam Workshop and TES Alliance will be uploaded tomorrow

I'll take the time to properly change around the main post here etc, but for now, enjoy

Full documentation and readme available in the RAR file.

Please read the installation instructions if you're installing or updating. This is a must.


EDIT:

No Perks version now uploading to the Nexus.
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Kelly John
 
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Post » Tue May 07, 2013 6:02 am

As it stands I'm just cleaning up a couple of bugs with 1.3, but going to wait a little while longer before I upload 1.3.1, just to get more bug reports in.

Also I have deleted my standard version from the Steam Workshop, a little accidently, and a little not. Was it on purpose? Yes and no. Yes it was, and no it wasn't not. I just didn't want to break all those people's games, I had no way to let every user know they needed to get so far before allowing steam to update. I wanted to hide it instead, but somehow deleting is really easy to do

I'm hoping they will find their way onto the nexus or TESA to use the mod from there. I'm really not a fan of the steam auto-updating feature, and considering not even hosting Hunting in Skyrim on there atall.

Hmm... not happy with it at all, it's put me in a right pickle. I've left the No Perks version on the Steam Workshop as hidden for now.
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~Sylvia~
 
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Post » Tue May 07, 2013 4:20 am

Ok so I may re-upload the standard version to Steam Workshop once it's at a point where I feel no major changes would happen that could break things for people in the middle of quests. I might do the same with the No Perks version, take it down from the workshop and re-upload the latest version...
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Lizzie
 
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Post » Tue May 07, 2013 5:45 pm

http://skyrim.nexusmods.com/mods/18866

1.3.1 Changelog:
  • Streamlined and optimised how contracts are given to the player.
  • Added 2 more radiant common contracts (making the total number 4).
  • Fixed Thieves Guild contract quest.
  • Fixed bug only allowing a common contract for Lod to be given.
  • Fixed Hunting Guild loading screens being too predominant.
  • Re-uploaded 1.3.1 cleaned with TES5Edit.
Things I'm currently working on for the next roll out of new features:
  • Radiant hunt contracts. Short hunt quests similar to the first quest in this mod, It All Starts With A Wolf. Radiant and repeatable. These will be available to undertake in the following way: http://www.youtube.com/watch?v=REjPMplGYmI
  • More hunt quests that involve longer objectives.
  • Adding more Guild members.
  • Pushing the main story forward and getting the Main Guild Hall complete in-game.

As always any ideas or suggestions feel free to post!
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asako
 
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Post » Tue May 07, 2013 9:42 am

I take it the update is fine to drop into a current save? Also, yay for updates!
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lucile davignon
 
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Post » Tue May 07, 2013 12:49 pm


There's instructions on the nexus page As follows:


=========== Updating From A Previous Version ==========

If you currently use version 1.2, ensure you meet the following criteria before you update the mod to 1.3.1:

1. You have not started any quests at all, or
2. You have completed The Great White quest.

The mod now only comes as a BSA archive version. So if you are currently using the Loose Files version of this mod, you need to completely remove and delete all files relating to this mod, including scripts, meshes, etc.


If you currently use version 1.3, ensure you meet the following criteria before you update the mod to 1.3.1:

1. You do not have any active quests.

If you don't do these things before updating you will break your game.

1.3.1 is new for public release. Please backup your save before using this mod, and report any issues/bugs you come across.

=========== Updating From A Previous Version ==========
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Amanda Furtado
 
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Post » Tue May 07, 2013 6:45 am

Or to put it more simply, RTFM. Sorry! Should've checked. (of course, I'd have seen if before I downloaded, but...)
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Dean Brown
 
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Post » Tue May 07, 2013 4:51 am

I really have to try this mod out.
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Robert Devlin
 
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