[RELzWIPz] Hunting in Skyrim - Thread #5

Post » Wed Jun 26, 2013 9:18 pm

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/ | http://www.gamesas.com/topic/1444504-relzwipz-hunting-in-skyrim-thread-4-status-version-13/

Current Mod Version - 1.3.2 - https://sites.google.com/site/huntinginskyrim/about/changelog

https://sites.google.com/site/huntinginskyrim/ - For everything you need to know about the mod!

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Hunting in Skyrim adds a Hunting Guild to the game. It features quests, an all new animal skinning system, kill & stat tracking, new (optional) perks, new skills, new NPCs and locations, new weapons, new armour, challenges and much much more!

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Quick Breakdown of Current Features

  • https://sites.google.com/site/huntinginskyrim/guild/guild-halls With 2 Locations
  • http://sites.google.com/site/huntinginskyrim/npcshttps://sites.google.com/site/huntinginskyrim/npcs
  • https://sites.google.com/site/huntinginskyrim/quests/main-quests
  • https://sites.google.com/site/huntinginskyrim/quests/side-quests (6 radiant and repeatable)
  • https://sites.google.com/site/huntinginskyrim/features/skinning-carcasses
  • https://sites.google.com/site/huntinginskyrim/features/stat-tracking
  • https://sites.google.com/site/huntinginskyrim/features/trophy-crafting
  • https://sites.google.com/site/huntinginskyrim/features/guild-upgrades
  • https://sites.google.com/site/huntinginskyrim/skills (tracked in your Hunting Guild Log Book)
  • https://sites.google.com/site/huntinginskyrim/features/perks (no perks version available)
  • https://sites.google.com/site/huntinginskyrim/features/price-changes
  • https://sites.google.com/site/huntinginskyrim/features/skse-features
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 mod currently includes (as of version 1.3) 10 main quests, 7 side quests (6 of which are repeatable radiant quests), a new skinning and pelt crafting system, trophy crafting, guild upgrades, and many more features. The player is also given a Log Book which keeps track of all the animals you kill, skin, contracts completed, and abilities unlocked. Two new skills have been added to the game (separate from the normal skills menu) and are tracked in the Log Book. Your Hunting Skill increases as you hunt animals, and you also gain Huntsman Feats that go towards your overall Hunting Skill for obtaining notable achievements such as sneak kills on animals and killing hard animals with daggers. Your Skinning Skill is determined by how many carcasses you've skinned and improved, and governs how well you can improve your pelts. Skinning Skill also has a small influence on your Hunting Skill.
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.

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- Download Links -

Normal Version
Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/ (1.3.2)

Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=151927819 (1.3.2)

TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1267-hunting-in-skyrim/ (1.2.1)

No Perks Version
Also on Skyrim Nexus - http://skyrim.nexusmods.com/mods/18866/ (1.3.2)

Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=95657304 (1.3.2)

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Visit the new https://sites.google.com/site/huntinginskyrim/home for all the information you need.

User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Wed Jun 26, 2013 12:58 pm

Reserved for features/bug fixes in development.

Spoiler

Version 1.3.3 (In Development)
- New Features -
  • Added my custom recorded music back into the mod, converted to XWM so it longer causes crashes.
  • Radiant Hunt Quest Framework (In Dev)- https://sites.google.com/site/huntinginskyrim/quests/side-quests/hunt-contracts
  • New Wolf and Sabrecat variations (3 Complete)
  • Animal Dens. 10 planned for version 1.3.3 (5 Complete) - https://sites.google.com/site/huntinginskyrim/animal-dens
  • Hunter's Instinct ability (30% Complete) - http://www.youtube.com/watch?v=VgxvPuzwCuo - https://sites.google.com/site/huntinginskyrim/skills/path-of-the-hunter/hunting-skill/hunting-abilities
  • Path Of The Hunter Skill Tree (100% Complete) - https://sites.google.com/site/huntinginskyrim/skills/skill-tree-system
  • Hanging Rabbits/Pheasants in Guild Halls will now respawn and behave realistically. When harvested they will disappear and respawn 3 days later. Their normal vanilla counterparts do not do this in Skyrim.
  • New Ability added - https://sites.google.com/site/huntinginskyrim/skills/path-of-the-hunter/hunting-skill/hunting-abilities. Causes bleeding damage with bow attacks against animals and creatures.
  • Users of my http://skyrim.nexusmods.com/mods/18489/ player home will find a Skinning Table and Skinning Rack outside the shack. Woodsman's Shack will not require an update.
  • Added https://sites.google.com/site/huntinginskyrim/guild/guild-halls/general#guildchest.
  • Added the ability to craft https://sites.google.com/site/huntinginskyrim/features/new-items#portable (Basic, Common, and Expert) at Skinning Tables.

- Bug Fixes -
  • Fixed durations for the Hunter's Kill Vision spells.
  • Fixed Wolf Carcass condition that made it unavailable.
  • Manually cleaned up a few wild edits.
  • Fixed perk entry points. Higher perk ranks for my perks did not exclude lower ranks.
  • Created a new Death Item Levelled List for the skinning result for Horse & Goats. The one in the game doesn't have Use All ticked, so sometimes you don't actually receive the pelt. Only affects my skinning system, the standard game version remains unchanged.
  • Fixed dialogue for upgrading the Whiterun shop to only accept Gold once, by removing the upgrade note.
  • Not a bug, but I've removed the message that says "SKSE features are enabled".
-Future Development -
  • Animal Food Chain - https://sites.google.com/site/huntinginskyrim/features/animal-food-chain - http://static.skyrim.nexusmods.com/mods/images/18866-2-1355262995.jpg - http://static.skyrim.nexusmods.com/mods/images/18866-1-1355262994.jpg
  • Animal Trapping System
  • Whiterun Guild Armoury - http://static.skyrim.nexusmods.com/mods/images/18866-1-1354665220.jpg - http://static.skyrim.nexusmods.com/mods/images/18866-1-1352638463.jpg - http://www.youtube.com/watch?v=iW_gsK-YCrs
  • New Main Guild Hall - http://www.youtube.com/watch?v=2hwZ_YAgiJM - http://www.youtube.com/watch?v=-ntcJol7vME
  • More recruiting of random Hunters in the wilds to become Guild members.
  • Dynamic and random challenges to accept from wandering Hunters.
  • Shadow Tale (working title) storyline. http://www.gamesas.com/topic/1444504-relzwipz-hunting-in-skyrim-thread-4-status-version-13/?p=22714963 - http://www.gamesas.com/topic/1444504-relzwipz-hunting-in-skyrim-thread-4-status-version-13/?p=22717397
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Wed Jun 26, 2013 11:21 am

So, I'm going to look at an animal trapping system, and have a general idea of how I want to make it. Now I just need to get an idea as to what the best way you guys feel I should do this. I have two methods in mind.

  1. You use the trap, bait it etc, and so many hours later you'll find a dead animal on it. There will of course be the chance of no animal. The animal will simply be placed to appear like the trap baited and trapped/killed it.
  2. You use the trap, bait it etc, and I run a script to find the nearest animal within a certain range, and then make the animal come. This has the advantage of being more realistic, in that you would see the animal come to the trap. This has it's downsides though. PathToReference(), basically "Yo NPC, go to this spot now!", can be buggy. And although the script can find an actor, they won't always come when told to.

What do you guys think? :smile:

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Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Wed Jun 26, 2013 10:35 pm

I say go for option 1 mate. In real life, you'd set your traps and leave the area, then return some time later to check them. So it won't be too unrealistic to force this behaviour on the player.

Option 2 can be made to work reliably through the use of aliases and travel packages (if you go into the guts of the bait arrows, this is how they are set up), but then you'd have to force a limit on how many traps can be in use at one time

So both options will have to force the player in some way or another, but option 1's seems to be the lesser of two evils

- Hypno
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Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Wed Jun 26, 2013 5:28 pm

Exactly my thoughts mate, its like one mind! Lol.

Setting it up as a quest would make it flawless, but like you said, you'd limit the number of traps.
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Wed Jun 26, 2013 8:34 am

I'm with you on the trapping, option 1: Also because I think it's realistic that the nearest animal could ignore the trap, and a different one could come by later.

BTW glad to see your plans for the Woodman's Shack! :)

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Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Wed Jun 26, 2013 6:42 pm

I agree, option 1. At first option 2 sounded better and more fun, but I realize now that option 1 is more realistic.

Perhaps the best thing though would be to combine both options? Get the best of both worlds? Although perhaps it can be too complex / not possible to make.
For instance: you set the trap, and when setting the trap with some form of bait on it (so it attracts animals), there is a chance (so it doesn't always trigger it) that nearby animals will go to it. Say like a 50 % chance. If the animal doesn't come, the player can wait, thus triggering option 1, so the next time you go to the trap, a dead animal might be there.

This combination would make trapping have more variety. Same thing doesn't always happen. Sometimes you don't have to wait, sometimes you have to wait.

Still, in general, trapping will be a great addition. Glad you're adding it, no matter option it will be.

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luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am


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