[WIP] - Lycanmoon : The Feral Hunger

Post » Tue May 10, 2011 11:50 am

Cool mod, im really enjoying it, i have 1 question on the transform at will power, does mean u can go from werewolf to human too?



Yes, it does :D

!!Some very important news, everyone!!

I received a message today from Tenzaku, asking two things:

- If the Mod can be translated into French and uploaded elsewhere (for which I have given my consent :) )
- And if they can "add some phase moon for the transformations with some guilds's quests and others things like that." I have happily given my consent to this. How far this actually will effect things, I cannot say right now-- I would expect Tenzaku would release their own modified version that could be used instead of my basic one, but we'll see what happens :) Eitherway, I just wanted to let you all know that in one way or another, the Mod is moving on-- even if I'm not necessarily going to be at the helm ;)
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Leonie Connor
 
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Post » Tue May 10, 2011 7:50 am

Awesome. This mod is really going to take off if it has quilds and quests.
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Isabell Hoffmann
 
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Post » Tue May 10, 2011 9:37 am

Hello all!
I started to work a little (I'm slow <_< ) and I'll let you know what will (normally) change.
First of all I've make CDM and myself authors of the mod in the CS (exactly CDM&Tenzaku) that's for my personal credit (the only time my name will appear :dancing: )

Then for you?

What is planned:

- Give to the werewolves the sounds of the wolves of vanilla.
- The citizens will henceforth be more hypocritical and will not provoke the player.
- The guards will provoke the player and will react normally to his crimes.
- Hunters of werewolves will make their appearance and will try chase away/to kill the player.
- Two groups different of werewolves will appear: the one in pack the other one by separate individuals.
- Increase the number of manners to become a werewolf (curse, pact)
- Some magic objects will come to be added.


What is made:
- Repair the diverse current bugs.
- In the form of wolf the player will see itself attributed a bounty, the guards will thus chase away him (impossible to go to prison or to pay the fine will come later)
- The bounty will henceforth be separated as long as the player is not transforming into public.
- Add Lycan Speed, it work just like jump but for the speed.
- Make lunar cycles
- Add regeneration on feeding
- Improved the textures
- The first time you met a Behemoth you wondered what he had of different?
It is repair and you will understand certainly...

The order will not probably be respected but everything will be made (although CDM have all rights to decisions on the mod.)
Any report of errors, ideas, envy or others remain welcome.

I hope that what I planned will please you as well as to CDM. (I'll start by the English version like that CDM can make it like he want and not only like I want.)
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Emilie Joseph
 
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Post » Tue May 10, 2011 10:55 am

Hello all!
I started to work a little (I'm slow <_< ) and I'll let you know what will (normally) change.
First of all I've make CDM and myself authors of the mod in the CS (exactly CDM&Tenzaku) that's for my personal credit (the only time my name will appear :dancing: )

Then for you?

What is planned:
- repair the diverse current bugs.
- give to the werewolves the sounds of the wolves of vanilla.
- the citizens will henceforth be more hypocritical and will not provoke the player.
- the guards will provoke the player and will react normally to his crimes.
- in the form of wolf the player will see itself attributed a bounty, the guards will thus chase away him (impossible to go to prison or to pay the fine)
- the bounty will henceforth be separated as long as the player is not transforming into public.
- hunters of werewolves will make their appearance and will try chase away/to kill the player.
- two groups different of werewolves will appear: the one in pack the other one by separate individuals.
- increase the number of manners to become a werewolf (curse, pact)
- some magic objects will come to be added.
- Try to add Lycan Run, it would work just like jump but for the speed.

What is made:
- make lunar cycles (for npc only in this moment)
- The first time you met a Behemoth you wondered what he had of different?
It is repair and you will understand certainly...

The order will not probably be respected but everything will be made (although CDM have all rights to decisions on the mod.)
Any report of errors, ideas, envy or others remain welcome.

I hope that what I planned will please you as well as to CDM. (I'll start by the English version like that CDM can make it like he want and not only like I want.)


I may be the only person watching this thread now but it sounds great.

Maybe you should make a bran new thread.
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Theodore Walling
 
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Post » Tue May 10, 2011 8:52 am

Bump and update of my previous post. :dancing:
I may be the only person watching this thread now but it sounds great.

I hope you're not :biglaugh: But I let CDM do what he want, I already take too much place even if he told me I can use this thread.
For the moment all is effective, I probably let the mod be tested in beta before add the guild, story and others things for make the life of werewolves a little more like wolf and a little more like human.

Normally the lunar cycle is based on secunda, the little red moon so you'll be a wolf if she's full (something like 3 days by month I suppose, it's hard to say.)
You can update the mod by installing it on the ancient version BUT you've to make the configuration of the hot keys again (for the speed power).
The recovery when feeding is not very powerful (+55/65 health) it's normal don't worry (because I use OOO and have only 75 health point...). I fixed the last stage of rage so you'll have a regeneration of 1 health by second (until you return to a lesser level).

Now I'll ask to CDM if it's ok for a beta version and an alpha if everything is ok, after that I'll make the factions and others news.
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Alexis Acevedo
 
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Post » Tue May 10, 2011 2:25 pm

Sounds good. Keep up the good work. :goodjob:
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RaeAnne
 
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Post » Tue May 10, 2011 2:07 pm

Great new!
After a night and a morning (and a week...) of hard work I think the Beta version is ready to go on your pc! (and it's a stable version !!)
Don't waste more time and enjoy that new version (with some wolves's sounds if I did all right and others good things)

http://www.megaupload.com/?d=U6N6B5GU

Thanks in advance for all the reports and your fidelity.
Oh! One more thing: If all work well I'll make the guilds, factions, dialogs, items and quests so don't have any hesitations make some suggestions of what you want/think/know about werewolves's and hunters lifes.
Tenzaku.
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Steve Fallon
 
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Post » Tue May 10, 2011 2:47 pm

Great mod so far, I am using the one I found on TESNEXUS, which I hope is the most recent?

Anyway, there are a few problems I have with the mod, which stop it from being just that much better.

My first problem is that people don't seem to truly respond to my lycan state. Sure, when I talk to them they say "Ahh, werewolf! Help!" or something along those lines, but after they stop talking they keep walking around, doing their schedule. And I can actually talk to the guards in the Imperial City! Another thing I'd suggest is a separate bounty in wolf form, too.

Another issue I had was that whenever I was knocked down, when I got up I would start the feeding animation, which would use up a lot of time, by then whatever was attacking me would probably have killed me or taken me down to low health. Maybe make it so the feed key is inactive when you press it when not highlighting a corpse?

Anyway, that is my experience with it! I love how you have different evolution stages and such, but I am yet to get to stage 2, I guess my level isn't high enough.

Edit: So Tenzaku started working on it? Downloading that version now, looks to be good! Some bug fixes too? I will play with it and report my findings! Haha.
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Natasha Biss
 
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Post » Tue May 10, 2011 10:36 am

Great mod so far, I am using the one I found on TESNEXUS, which I hope is the most recent?

The current version but the beta version is a little higher (something like 1.5)
My first problem is that people don't seem to truly respond to my lycan state. Sure, when I talk to them they say "Ahh, werewolf! Help!" or something along those lines, but after they stop talking they keep walking around, doing their schedule. And I can actually talk to the guards in the Imperial City!

That's will be changed in the 2.0, with another type of socialization, for the moment just an "Ahh, werewolf! Help! He'll eat my garbages!!!" is good for me... (ok tomatoes then?)
Another thing I'd suggest is a separate bounty in wolf form, too.

It's already done in the Beta :flamethrower:
Another issue I had was that whenever I was knocked down, when I got up I would start the feeding animation, which would use up a lot of time, by then whatever was attacking me would probably have killed me or taken me down to low health.

The animation start randomly, sometimes you've just for wait a little and your character will smell the ground... I only can give an advice: Go on 1st person view, normally you'll can move correctly in that moment and switch again when the playsound (vampire sound) is finished. I'll try to see how make it a little less frequent.
Maybe make it so the feed key is inactive when you press it when not highlighting a corpse?

The spell only work if a corpse is the target... So it didn't work in other conditions.
Anyway, that is my experience with it! I love how you have different evolution stages and such, but I am yet to get to stage 2, I guess my level isn't high enough.

Yeah, just a little more than a cub... But it's true CDM make a damned good mod !
Edit: So Tenzaku started working on it? Downloading that version now, looks to be good! Some bug fixes too? I will play with it and report my findings! Haha.

I waitin' for them ;) (even just something seen weird)
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Nick Pryce
 
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Post » Tue May 10, 2011 8:28 pm

hello,

just a few questions, for updating to the last beta version, it's correct to rename the old lycanmoon files to lycanmoon_old and renamed the lycanmoon_1.5b to lycanmoon ?

and another thing, is a bug i found... my infamy is increasing each seconds (or frames) in human form. Like the last time i checked the stat of my orc, it was at 1471 infamey and he did nothing bad. I reseted the infamy to 0 with the console and 2-3 seconds later... 14 infamy, i swear my orc didn't do anything during theses seconds :P

and it happened only when i updated lycanmoon.
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Dan Stevens
 
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Post » Tue May 10, 2011 6:29 pm

just a few questions, for updating to the last beta version, it's correct to rename the old lycanmoon files to lycanmoon_old and renamed the lycanmoon_1.5b to lycanmoon ?
No problem BUT you've to rename the BSA too (or he will didn't work at all).
and another thing, is a bug i found... my infamy is increasing each seconds (or frames) in human form. Like the last time i checked the stat of my orc, it was at 1471 infamey and he did nothing bad. I reseted the infamy to 0 with the console and 2-3 seconds later... 14 infamy, i swear my orc didn't do anything during theses seconds tongue.gif

I'll see that but it's weird normally there is nothing for gain 1 infamy by frame (the "double personality" give some infamy when you become a werewolf but it is really weird because your prime must increase too with the infamy.)
I'll tell you if I found anything on that bug.

There is nothing special on the script... He start when you become a werewolf and give you 1000 infamy and 10000 on your bounty, when you become a human again your fame, bounty and infamy return to your human stats (like that what you do in human form don't change how you are known in wolf form and same in the reverse.)
Can you try to disable the mod and see if it still occurs? if it change something use the console and type: setpcinfamy 10000
Normally your infamy will not increased (in wolf form you can't have an infamy lesser than 1000)
(In Game my infamy didn't change.)
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Cathrin Hummel
 
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Post » Tue May 10, 2011 5:56 am

so i checked without the mod... the infamy don't increase.
if i setpcinfamy 10000, it continue to increase after.

In case if it help, here is my Load order:

• 00 Oblivion.esm
• 01 Cobl Main.esm [Version 1.71]
• 02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
• 03 Mart's Monster Mod.esm [Version 3.7b3p3]
• 04 Enhanced Daedric Invasion.esm
• 05 FCOM_Convergence.esm [Version 0.9.9MB3]
• 06 Open Cities Resources.esm [Version 3.2.4]
• 07 Toaster Says Share v3.esm
• 08 Correctif.esp
• 09 DLCShiveringIsles.esp
• 0A CorrectifSI.esp
• ++ Item interchange - Extraction.esp [Version 0.74]
• 0B DLCMehrunesRazor.esp
• 0C DLCSpellTomes.esp
• 0D Dread Knight Armor.esp
• 0E Cobl Glue.esp [Version 1.69]
• 0F Cobl Si.esp [Version 1.63]
• 10 OOO 1.32-Cobl.esp [Version 1.69]
• 11 FCOM_Cobl.esp [Version 0.9.9]
• 12 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
• 13 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
• 14 FCOM_Convergence.esp [Version 0.9.9Mb3]
• 15 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
• 16 FCOM_RealSwords.esp [Version 0.9.9]
• 17 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
• 18 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
• 19 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
• 1A Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
• 1B Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
• 1C Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
• 1D Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
• 1E MMM - Playable Undead Armors.esp
• 1F Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
• 20 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
• 21 FCOM_HungersUnitySI.esp [Version 0.9.9]
• 22 FCOM_FriendlierFactions.esp [Version 0.9.9]
• 23 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
• 24 FCOM_MoreRandomItems.esp [Version 0.9.9]
• 25 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
• 26 MMM-Cobl.esp [Version 1.69]
• 27 Lycanmoon.esp
• 28 DLCFrostcrag.esp
• 29 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
• 2A Enhanced Daedric Invasion.esp
• 2B FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
• 2C ElsweyrAnequina.esp
• 2D Open Cities New Sheoth.esp [Version 1.0.7]
• 2E Open Cities Full + Leyawiin Reborn.esp [Version 3.2.5]
• ++ OCC-COBL-Wells.esp
• 2F OCC-OOO-Patch.esp [Version 2.2]
• 30 Oblivifall - Let's Talk!.esp [Version 1.1]
• 31 SetEssentialActors.esp
• 32 SupremeMagicka.esp [Version 0.90]
• 33 SM_ShiveringIsles.esp [Version 0.86]
• 34 SM_DLCSpellTome.esp [Version 0.80]
• 35 SM_OOO.esp [Version 0.89]
• 36 SM_MMM.esp [Version 0.89]
• 37 SM_COBL.esp [Version 0.86]
• 38 SM_UnlockSpells.esp [Version 0.70]
• 39 SM_Scrolls.esp [Version 0.84]
• 3A SM_SigilStone.esp [Version 0.83]
• 3B Legendary Abilities-Reflect MOJ.esp
• ++ Item interchange - Placement.esp [Version 0.74]
• 3C Toaster Says Share Faction Recruitment.esp
• 3D Cobl Races TNR.esp [Version 1.53]
• 3E Cobl Races TNR SI.esp [Version 1.53]
• 3F Cobl Silent Equip Misc.esp [Version 01]
• 40 Daedric Artifacts.esp
• 41 Daedric Weapons retex.esp
• 42 Daedric Immersion.esp
• ++ MD-Leveled Dremora Armors.esp
• 43 MD-Leveled Dremora Armors lootable.esp
• 44 Oblivion Alive.esp
• 45 clonicHelp.esp
• 46 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.0]
• 47 Bashed Patch, 0.esp
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Tamara Dost
 
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Post » Tue May 10, 2011 1:31 pm

I think it's come with OOO.
I fixed that problem but now the transformation effect (fall before becomin' a werewolf) don't work.
I'll surely remove the bounty script and see for another way to make it work without touch an already existent script. (in the beta version the bounty script is on the werewolves bodys).

So I'll see for fix that bug before all.
I also changed the dialog's conditions in fight... Now you'll not anymore hear some human voice (but because I translated my sounds folder in english I can't hear some sounds, so I count on yours reports)
Here is the "fixed" archive: http://www.megaupload.com/?d=VFM3EWM7
I hope it's will work enough now. :brokencomputer:
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Noraima Vega
 
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Post » Tue May 10, 2011 4:02 pm

Sounds like things are coming along OK :) IF you have any major issues, please feel free to ask me-- some of my base Scripts can be a little difficult to get to grips with ;)
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josie treuberg
 
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Post » Tue May 10, 2011 2:50 pm

For what I saw everything is quite easy to understand, the only problem is, when I add something durin' the transformations the animation don't play... It's not very fun but I can find another way for the double bounty.
For now I'll rest a little and let the mods for a time. (I need a break, too many projects in the same time)
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Marie Maillos
 
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Post » Tue May 10, 2011 8:09 pm

and now it's ok. my infamy doesn't increase anymore :)
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Ricky Meehan
 
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Post » Tue May 10, 2011 5:34 am

Do I have to disable the regular Lycanmoon .esp and only have the new one activated or do I need both?
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Sammykins
 
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Post » Tue May 10, 2011 4:16 pm

The two are independents so you can choose between the current version or the Beta version.
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Love iz not
 
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Post » Tue May 10, 2011 8:24 pm

Isn't this supposed to seprate your bounty as a werewolf from the one as a human?
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Music Show
 
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Post » Tue May 10, 2011 6:28 pm

I removed it because in some of case that increase the infamy by one point all the frames.
So I'll see for make it by another way (it's make problem with the transformation if I make it on the control script)
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sw1ss
 
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Post » Tue May 10, 2011 4:28 pm

I removed it because in some of case that increase the infamy by one point all the frames.
So I'll see for make it by another way (it's make problem with the transformation if I make it on the control script)


Alright.
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Brandon Bernardi
 
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Post » Tue May 10, 2011 11:14 am

I took some holidays so I'll don't work for a little time.
Whenever there is not a lot of reports so I see it like an occasion to wait for more and maybe find some others issues.
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CxvIII
 
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Post » Tue May 10, 2011 10:43 am

As the Clan Cheif of the Diretooth Clan, I have to say:
This mod is the best werewolf mod I have ever seen. I love it to bits. I hope you success of this continues.
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remi lasisi
 
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Post » Tue May 10, 2011 8:09 pm

again a small bug i've found.
And this one is easy to solve:

When sometimes the tramsformation occurs on us and we have a Absorbtion Effect... the drain and/or heal fatigue is absorbed ^^'

and we are left slepping forever with a minus -10000 fatigue.

Fix: checking the "Disallow Spell Abosrb/Reflect" of the ZCDMLycanmoonDrainSpell and ZCDMLycanmoonHealSpell.
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Rude Gurl
 
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Post » Tue May 10, 2011 5:33 pm

Is this still being worked on.
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Peetay
 
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