[BETA\WIPz] Insanity's PetShop

Post » Mon Dec 05, 2011 12:02 pm

*Insert question from that pets thread here.*
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Eilidh Brian
 
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Post » Mon Dec 05, 2011 10:07 am

Well I like the mod and it does everything as advertised. I am excited and would really like to see this continued. So you asked for ideas here are some big ones.
I like the idea that you develop your pet over time (currently where time is the accumulation of gold). At higher levels the cost is pretty low and this results in higher level character buying a pet and insta-growing them. Is there some way to make a pet grow over a difference in time based on the game date of purchase and the current game date. Perhaps growing once per year?
Next idea, commands like follow, wait, etc... are necessary to control a pet why not also make them skills and abilities instead of your pet can already do these things. Currently horse commands revamped does much the same thing with horses. In that you have to learn the commands before you can use them.
Third idea, is there a way to have mini quests that teach the skills and abilities as an alternative to just buying a skill or an ability? Such as a quest to find a potion, pick, etc... where the pet sniffs at the items in question at some location until the pet finds the correct item. To keep mod development time to a minimum placing the "quest item" into an existing dungeon, fort , cave etc... with a quest that directs you to the location to find the item. Once the pet sniffs (finds) the correct item the ability is gained. OR
Herbalism is a mod that introduces a new skill to players that goes up over time with usage of finding flora. Something similiar could be used to increase pet skills over time tooas they finf potions, flora, picks, etc....
Well as I said I really like the mod so I hope the immersion ideas help you one way or another.


Your ideas are gonna take some thinkin time :P

*Insert question from that pets thread here.*


Yes I had plans for an Imp, though not an ordinary pet, something a little different :)
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FLYBOYLEAK
 
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Post » Mon Dec 05, 2011 4:58 pm

Nifty. Is a new version planned soon?
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carly mcdonough
 
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Post » Mon Dec 05, 2011 10:19 pm

Nifty. Is a new version planned soon?


Version 1 is the next planned release, but its going to take a while becuase I am planning new additions and some major changes to the way the mod works. But I am thinking of making a final patch to fix a few bugs and maybe add a pet or two :)
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TIhIsmc L Griot
 
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Post » Mon Dec 05, 2011 8:14 am

Just an idea, but possibly when petting is released you could add a feature to it that forces third-person view and then it would play the guard's body checking animation. This would look enough like petting an animal!

Also, add cats, dogs, wolves etc. I don't mind the others but it's a bit... odd.
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rheanna bruining
 
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Post » Mon Dec 05, 2011 6:48 pm

That would be very welcome, every time I stop briefly when walking or running my pet will stop and not follow when it gets to where I paused.
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JUan Martinez
 
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Post » Mon Dec 05, 2011 7:20 pm

That would be very welcome, every time I stop briefly when walking or running my pet will stop and not follow when it gets to where I paused.

Same here :(. Most enjoyable mod, nonetheless.
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xemmybx
 
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Post » Mon Dec 05, 2011 5:50 pm

Just an idea, but possibly when petting is released you could add a feature to it that forces third-person view and then it would play the guard's body checking animation. This would look enough like petting an animal!

Also, add cats, dogs, wolves etc. I don't mind the others but it's a bit... odd.


Not sure about that, seems to heavy handed to me :shrug:

Yes I will be adding more pets, I keep saying that but still get asked or it gets mentioned :D

That would be very welcome, every time I stop briefly when walking or running my pet will stop and not follow when it gets to where I paused.


Yeah I have had reports of that, not sure what the cause is :shrug:
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stevie trent
 
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Post » Mon Dec 05, 2011 10:22 pm

Is this dead?
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Lou
 
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Post » Mon Dec 05, 2011 5:57 pm

Nope :D, far from it. I just have other things to take care of, so this is just at the bottom of my list atm.
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RAww DInsaww
 
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Post » Mon Dec 05, 2011 6:32 pm

Oh ok :D
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Austin England
 
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Post » Mon Dec 05, 2011 4:44 pm

Have to say I love this mod, I sort of lost track of it, but I reinstalled it and man, great mod!!!
Hopefully not dead, because some upgrades would be nice: those new pets, new abilities...
So if this is still being worked on, at what stage would it be at the moment?
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Jinx Sykes
 
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Post » Mon Dec 05, 2011 7:13 pm

Have to say I love this mod, I sort of lost track of it, but I reinstalled it and man, great mod!!!
Hopefully not dead, because some upgrades would be nice: those new pets, new abilities...
So if this is still being worked on, at what stage would it be at the moment?


Not dead. Just backburnered for a bit during the crazy holiday season. XD He has clear plans for the next update, added pets and functionality and I'll be building his petshops for him. :P Three I believe.
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Elisha KIng
 
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Post » Mon Dec 05, 2011 3:30 pm

Exactly what WhoGuru said :), And yup its an additional 3 shops IIRC, Some things in my plan may change but I definately have ideas going through my mind for this.
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saxon
 
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Post » Mon Dec 05, 2011 10:21 pm

Great, really looking forward to this, for now, I'll just play with the beta
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Krista Belle Davis
 
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Post » Mon Dec 05, 2011 9:27 pm

The Road to Version 1

Status Update: I have now begun actuall plans and part development of version 1. Version 1 is being built from scratch and I am aiming to cover all issues presented to me during Beta 1 (which is still available). Version 1 will take a while to complete, I will post progress whenever I can and keep you upto date.

I am sorry it took so long for v1 to go into actual development, been pre-occupied with other projects.

http://www.invision.tesalliance.org/forums/index.php?/topic/2131-wipz-insanitys-pet-shop/ :D

Oh and err....http://www.invision.tesalliance.org/forums/uploads/1264182382/gallery_378_5_25758.png
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Joey Avelar
 
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Post » Mon Dec 05, 2011 10:25 pm

I am sorry it took so long for v1 to go into actual development, been pre-occupied with other projects.
I'm that sure that you say the same in your other threads :shifty:
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Claudia Cook
 
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Post » Mon Dec 05, 2011 8:14 pm

looking forward to what promises to be the ultimate petshop :D
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Ann Church
 
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Post » Mon Dec 05, 2011 11:43 pm

I know AFK Weye extensively edits the Weye area, does this work poorly with AFK Weye or is there a "Movement" patch out there like what was released for RTT?
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suniti
 
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Post » Mon Dec 05, 2011 3:36 pm

I'm that sure that you say the same in your other threads :shifty:


Yes I'm sure I do, but I get pre-occupied far to easy :lmao:

I know AFK Weye extensively edits the Weye area, does this work poorly with AFK Weye or is there a "Movement" patch out there like what was released for RTT?


Check alongside that mod and it plays well, shop is just outside AFK's edits. I thank Arthmoor for the help with that :D

@Gekko64 - Just remember I did not promise that :P
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RAww DInsaww
 
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Post » Mon Dec 05, 2011 1:26 pm

okay I have two ideas on how to implement the pet menu, the main where you make them follow ect. The only problem is I am unsure which would be the best way to implement it.

So I have a question, which one of these two would you prefer?

1) Activating the Pet: The player has to activate the pet and the menu will open, from here you can tell the pet what to do. While I am sure it would be more immersive its not practical for some users.

Or

2) License Menu: The pet menu is attached to the pet license and opens whenever you "equip" the item from the inventory. Far easier to issue commands but is not very immersive.
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Taylor Tifany
 
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Post » Mon Dec 05, 2011 9:01 pm

Personally I wouldn't mind the regular Dialogue, I mean for most of those commands there would likely be a verbal component. So talking to the pet might work ... unless that's what you meant by activating the pet.
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Jerry Jr. Ortiz
 
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Post » Mon Dec 05, 2011 8:38 pm

...
2) License Menu: The pet menu is attached to the pet license and opens whenever you "equip" the item from the inventory. Far easier to issue commands but is not very immersive.


Actually, it can be! Binding the license to a hotkey and using it without 'touching' the pet simulates giving the pet voice commands.
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Jeff Tingler
 
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Post » Mon Dec 05, 2011 5:59 pm

Actually, it can be! Binding the license to a hotkey and using it without 'touching' the pet simulates giving the pet voice commands.


What he said :)
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Marguerite Dabrin
 
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Post » Mon Dec 05, 2011 9:21 pm

Actually, it can be! Binding the license to a hotkey and using it without 'touching' the pet simulates giving the pet voice commands.


I actually forgot about the hotkeys :lmao:
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Bonnie Clyde
 
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