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

Post » Tue May 07, 2013 3:47 am

It's come to my attention that some people are having issues with the steward of whiterun quest if they've
Spoiler


I have a fix that works in the form of an optional file, so it'll be incorporated into update 1.3.2
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Verity Hurding
 
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Post » Tue May 07, 2013 7:29 am

I have updated my mod wiki page with all the info on the skinning systems, stat tracking, main and side quests, and other bits and pieces. I think it covers everything in the latest available version

http://elderscrolls.wikia.com/wiki/Mods:Hunting_in_Skyrim
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lolli
 
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Post » Tue May 07, 2013 7:35 am

I'm getting some strange reports on the nexus. One guys says no dialogue works for him at all, and 3 people are getting crashes as they enter the whiterun outpost. I can't reproduce any of these issues.

I would be grateful guys if i could get more people to test the mod out . I'm getting a lot of downloads but the issue reports are giving me no information other than the problem itself.

I should also say that I've had a number of reports that the mod works flawlessly.
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Alba Casas
 
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Post » Tue May 07, 2013 2:35 pm

I got svcked into beta testing Dragon Combat Overhaul this weekend and early this week instead, but Hunting in Skyrim is on my to-do list for later in the week, sorry!
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Lawrence Armijo
 
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Post » Tue May 07, 2013 3:49 am

It's cool mate Just getting some strange complaints and I can't find any causes for some of them
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Everardo Montano
 
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Post » Tue May 07, 2013 8:21 am

Quick update.

I made some progress today on a new radiant system I've been playing with. I'm taking Bethesda's Radiant Story system (random locations, favouring undiscovered dungeons etc) and fusing it with my own radiant quest system (random things, amounts, etc). The end result will be a fully scalable, randomised, radiant hunting quest system.

Currently the prototype version places a random creature from a list at a random location (chosen from a list of pre-set up scenes with blood splatter, dead body and all that good stuff) for you to kill. It also chooses at random a "clue" object nearby, which will give you an idea of what creature you're looking for and perhaps where it might be. The "clue" might be a dung pile, bloody remains, track marks, or even just something hinting at where the animal came from. To keep it story driven, you will find out what creature it is when you inspect the clue. ("These claw marks look like a Wolf's", or "Only a Sabrecat cleans flesh from bones that well").

This is basically what I always wanted to do, and what I wanted the first guild quest (It All Starts With A Wolf) to be. Hopefully it doesn't blow up in my face
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Emilie M
 
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Post » Tue May 07, 2013 5:34 pm

I just re-did my mod installs (mostly to move from using SW to Nexus/Wrye - hopefully that doesn't bite me) and should get to log some time tonight to see if it is stable. If it is, I am going to add Hunting in Skyrim soon as this mod sounds like it deserves some attention! Thanks for the hard work!
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Lynne Hinton
 
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Post » Tue May 07, 2013 7:35 am


That sounds awesome mate. Looking forward to this. It will really feel like you're tracking down your prey like an expert

- Hypno
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Nitol Ahmed
 
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Post » Tue May 07, 2013 4:36 am


I really liked the feel of that wolf quest, great news if you're continuing in that vein!
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Arrogant SId
 
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Post » Tue May 07, 2013 5:11 pm

Yea should be fun Logistically i could set up 15 areas for hunt scenes to be and only a single quest is needed. Those 15 area quests would play out differently for every player, but all belong to the same quest. Throw in a couple more quests to make things different and you literally won't run out of unique quests.
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..xX Vin Xx..
 
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Post » Tue May 07, 2013 2:50 am

Ok so progress. The new system is working well. Basically there's going to be a certain number of general quests that all have the same kind of setup, and then a few speciality ones.

Each general quest will have a clue object nearby to where the victim is. The clue is random, 1 of 3 maybe, out of Dung Pile, Bloody Remains, and maybe Animal Tracks. This clue will tell you what kind of animal you're looking for. There will also be a second clue, a little harder to find, which will tell you where the animal may be located. Like in what direction to search for, or whether it'll be in a nearby cave.

The speciality ones will be situational. So in a snowy region you won't be after a flying Chaurus, and vice versa if you're in a warmer area like The Rift you won't be after a Snow Bear.

Can anyone think of anything else I could add into this mix to make it cooler, or better, or maybe more in-depth?

For each quest the animal is random, the clues are chosen at random from a list of maybe 3, and the place where the animal will be will also be randomly chosen from say 3 predetermined locations. So one version of the quest might be an Ice Wolf inside an ice cave, and the clues might be bloody remains and icy animal tracks. That exact same quest played a second time could be a Troll up high in the hills, and the clues could be animal dung, and some human bones. And the quest is radiant to, so the same logistical quest could place all the set pieces in a number of different places each time. I could get away with a single radiant quest, but I want to mix it up a bit

Oh and for anyone who hasn't seen the video, this is how you'll receive these "bounty" quests - http://www.youtube.com/watch?v=REjPMplGYmI The video shows a different type of quest, but the mechanics of how you'll obtain them is like in the video.
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Lucky Girl
 
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Post » Tue May 07, 2013 9:57 am

Very nice to see how much this mod has grown!
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Philip Rua
 
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Post » Tue May 07, 2013 4:32 pm


Yea man it's coming along nicely
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kyle pinchen
 
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Post » Tue May 07, 2013 2:04 pm

@B1gBadDaddy - I completed the first 2 quests of your mod the other night and enjoyed it. It will be nice to have something to do with all the animal pelts and make a little extra gold at lower levels. Thanks for the hard work!
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Adam
 
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Post » Tue May 07, 2013 12:59 pm

@ xjs007 - Glad you like it mate

---

For anyone interested in seeing the CK guts of the Radiant Hunting Quest Framework (or RANHUQUTFRWRK for short ), here is a screenshot of all of the markers that are in play during the quest; in my test setup room. Little white ones are clues that are chosen and enabled at random to play a part, taller white markers are where the animal to hunt will spawn randomly, and the big red boxes (will be made much larger in a real quest) are the final clue areas where you'll be told to search for the final clue in the quest to track where the animal will be. Because of how I've setup my framework, I can really spread this out, or make it cover a small area, depending on what takes my fancy

Spoiler


I can basically paste this into the world, and work my fingers like an artist painting a magnificent canvas; perhaps of canons or long haired firemen.*

*Or to put it another way, spread it out, and let the radiant quest take care of the rest.
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Farrah Lee
 
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Post » Tue May 07, 2013 5:21 am

Nice and complicated mate, must've been fun

I cannot wait to see it in action. Please please please post a wip-vid once you've got it in the world. King of Radiance™ is at it again!

- Hypno
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maria Dwyer
 
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Post » Tue May 07, 2013 11:10 am


Haha love it! I'll defo be doing a video. I'll set up a small quest and just play through it a few times showing how it can all vary It's pretty cool how it's all worked out, but yes, wasn't the most exciting thing to string together... I'd prefer navmeshing!?
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CORY
 
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Post » Tue May 07, 2013 4:43 am

Ok guys I'm looking for input!

I have chosen two main things to be the first (randomised) clue you find, before having to search for the "last known area" clue. This clue will be in the near vicinity to the poor victim. The two clues I'm set on are:

http://img13.imageshack.us/img13/7687/hisbloodyremains.jpg: Bones, bloodied, when investigated will tell you what animal made the claw/teeth marks.
http://img833.imageshack.us/img833/3928/hisdungpile.jpg: Erm, a pile of crap basically. I'm toying with the idea of making the animal unknown by it's poo until you have met the animal type that dropped it. Might just do as above, and tell you what animal it was though

I'm stuck for a third option. I can't decide between maybe broken furniture, or a dead animal... something like that. Anyone got any ideas?

For the second randomised clue, with a search area, it will be a mixture of various things, and also situational depending on the area, animal you're searching for, or victim. So maybe Bloody Remains, Dung Pile, Dead Animals, Tracks, Blood Trails, even eye witness accounts.
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Joe Alvarado
 
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Post » Tue May 07, 2013 3:24 pm

Scratch marks on nearby trees? A few tracks in the mud/snow? (both could be achieved by spawning a TextureSet decal similar to Ducey's graffiti mod)

EDIT: btw, I like that idea of not being told what the clue points to until you've seen it a few times to associate it with the animal. It'll feel like your character is actually learning

- Hypno
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Nicole Kraus
 
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Post » Tue May 07, 2013 3:58 pm

I Love this mod!

Seem to be stuck with radiant fox pelts for blacksmiths quests though... Haven't had a good hunt since the White Stag which took me two in game days to find.
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Cagla Cali
 
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Post » Tue May 07, 2013 3:57 pm


I have attempted creating textures before and failed magnificently lol, but i like the idea


Yea I'm working hard on creating my radiant hunt system
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Wayland Neace
 
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Post » Tue May 07, 2013 9:32 am


I might be able to put something together for ya mate. If you want me to give it a go let me know and I'll jump into Photoshop when I get home from work.

I just think it makes sense for a tracker/hunter to be looking for tracks or scratch marks. You've already got food covered from both ends Other then an empty sleeping spot, I cannot think of anything else an animal would leave behind as a clue to their whereabouts

- Hypno
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Shirley BEltran
 
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Post » Tue May 07, 2013 3:30 am


That would be great mate yea Scratches i could place like a blood splatter.
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Robert Garcia
 
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Post » Tue May 07, 2013 2:35 pm

Alright then mate. I'm working a long shift today but I'm off tomorrow so expect a PM shortly-ish

- Hypno
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Meghan Terry
 
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Post » Tue May 07, 2013 2:11 pm

Cool mate I'll look out for it once my hunting quests are done I'm moving onto the bait thing were working on
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Mr. Allen
 
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