[WIP] - Lycanmoon : The Feral Hunger

Post » Sat May 21, 2011 4:57 am

the beta will be released on october 30th or the finished mod?
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Aman Bhattal
 
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Post » Sat May 21, 2011 4:19 pm

Will this mod allow your werewolf to run on four legs? Or continue to stand up-right like a human?
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Hilm Music
 
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Post » Sat May 21, 2011 8:45 am

Oh, but I do like this idea. :D I've been looking for a good werewolf mod, and this seems like one of the best so far. Are you going to consider making a separate place for it too?
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Angus Poole
 
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Post » Sat May 21, 2011 7:07 am

Oh, but I do like this idea. :D I've been looking for a good werewolf mod, and this seems like one of the best so far. Are you going to consider making a separate place for it too?


Maybe CDM_ could consider to use the mesh from the vanilla wolf, then make him bigger and give him the texture of the werewolf
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john palmer
 
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Post » Sat May 21, 2011 8:57 am

Will this mod allow your werewolf to run on four legs? Or continue to stand up-right like a human?


Sadly not. Using the default Wolf-walk Animation causes some issues with how it looks, and I do not know enough about making Animations to pull it off; if someone was willing to make the right kind of Animations, then I would happily attempt to integrate four-legged running.

Hopefully the finished Mod will be released on the 30th; right now, Tests seem to show everything is working, and as I (think I) said somewhere earlier, it isn't going to be quest-oriented, but rather 'existence orients', which means there is only a few things to really get through (but they're the bits I find hardest):

- NPC Werewolf Lairs (1 for each Pack)
- PC Werewolf Home
- Cure Quest
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Bee Baby
 
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Post » Sat May 21, 2011 6:40 am

link to mod please?
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(G-yen)
 
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Post » Sat May 21, 2011 5:37 pm

File Name : CDM - Lycanmoon
Version : 1.0 Beta
Download Link: http://www.tesnexus.com/downloads/file.php?id=27938

Please be aware that, like most of my Mods, this is released as a 'Beta' Mod-- whilst everything seems to be working OK at my end, experience has taught me that some people might still encounter issues (such as how only around 10% of people could actually see the Vampire Bars on DE), so if you find anything, please let me know via this forum as soon as possible. Any issues/questions, feel free to post them-- I won't be back on tonight, but will be on tomorrow.
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Natalie J Webster
 
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Post » Sat May 21, 2011 11:38 am

I've been looking forward to the release, great work CDM! :foodndrink:

If i were you, i would make a release thread. ;)
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TASTY TRACY
 
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Post » Sat May 21, 2011 5:06 pm

I have been waiting a long time, thanks!
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Kari Depp
 
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Post » Sat May 21, 2011 11:58 am

Nice job CDM!

Ah.. finally a mod to rival CoH! Buhahahhahah! :chaos:
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Olga Xx
 
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Post » Sat May 21, 2011 2:15 pm

Wow this is really cool, but I think you should have the thing where coming in contact with other werewolves will cause you to become one since that seems to make it much more dangerous when you go out in the wilderness. It will actually make you want to avoid the woods as much as possible since there is always that chance unlike vampires that are in dungeons or ruins.

This will be really cool. :ahhh:
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MARLON JOHNSON
 
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Post » Sat May 21, 2011 11:39 am

Cdm I'm glad you took time to do a werewolf mod. In my opinion werewolves are better. Will your werewolves have the same werewolf transformation sequence as in the druid?
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sara OMAR
 
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Post » Sat May 21, 2011 11:17 am

I don't know the Druid-- is it a movie/mod/Game? Either way, it is unlikely at the moment, but if possible I may add something in later. There are no moer 'official' updates to this, since it's "finished", but I WILL be fixing reported bugs/minor suggestions ;)

I'll consider it Cobb :D

If anyone's had any problems, please let me know ;)
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Nancy RIP
 
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Post » Sat May 21, 2011 4:20 pm

By 'the Druid', he probably means that old druid mod found http://www.tesnexus.com/downloads/file.php?id=20372. You can also watch http://www.youtube.com/watch?v=8e6JZWHY_ZA video for the actual transformation sequence. Heck, maybe this guy needs to redo his video with this mod instead of the Druid mod, it'll give werewolves much more equal footing compared to the mist-turning, mind-controlling vampires they're up against. :P
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Solène We
 
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Post » Sat May 21, 2011 9:40 am

This looks great!

I do like cobbs idea though, on obtaining the disease through infection during a fight/ambush. How hard would it be to implement this toggle on the Amulet?

Another idea that could be toggled is the frequency of transformations. I have no idea how scripting/coding things like this works, or if it would even be compatible with the way you built it, but would it be possible to have transformations occur every Week/2 Weeks/Monthly/ Or with the full moons?

-Cheers to an awesome mod!
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lucile davignon
 
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Post » Tue May 10, 2011 6:20 am

Thanks for the links and suggestions ;) I think it would be possible to do weekly transformations (not sure about Full Moons, but it may be possible-- I'd need to check some OBSE functions and test it out). At the least, I should be able to put in a simple 'Set Days to X' command, that will let Players choose how often... Give me a few days, though, since I'm working on something for FO3 right now, and want to get the basics of that down :)

I'm glad no-one's reporting any issues, which hopefully means there aren't any (crosses fingers).

You know, I think it may be possible to do something with the transformations like that... I'd have to play around, but I have a pretty good idea how I could pull it off, since it would be similar to something I'm already doing in Vampirism ;)
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Neil
 
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Post » Sat May 21, 2011 2:44 pm

Sounds promising!

I'm thinking my character could then take up the unofficial occupation of Werewolf hunter, and of course if infections are implemented, If a hunter goes after a dangerous prey, eventually he will be bitten back!

Now writing that up got me to think of another idea, do with it what you will.

When killing a werewolf, there is a 100% drop rate of some item, lets say, a "Werewolf Tooth", or "Werewolf Head". Something of the like.

Now with this comes a real simple repeatable quest, that would go to about the extent of placing an NPC in, say, Bruma Castle (for some reason the harsh snow climate seems to fit Were-hunting). This NPC has been commissioned by the Elder Council to pay out a small fee for every head/tooth he is brought. Nothing that isn't balanced, perhaps 50-150 gold.

And then optionally, there could be special rewards for turning in 10/50/100 at a time, which would get you some type of unique item, signifying your new found occupational success. Perhaps a ring, shield, and sword respectively.

Anyway, enough ideas.

Good luck working on FO3, and once again you rock!
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Brandon Bernardi
 
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Post » Sat May 21, 2011 11:10 am

Good-News/Bad-News time, y'all...

Good News: I've managed to edit the Transform Scripts so that they have a Transformation similar to that of the Druid Mod, and added in a Script that will allow you to choose how often you transform in days (It seems to be working, but may need more testing yet). I have also modified the infection rate: Endurance now effects how rapidly you turn into a Werewolf: at a minimum, it will be 3 days (like Vampirism/before), at most it should only by eight days until you transform. I did this because a stronger person should, really, be able to resist the infection for longer as their body attempts to fight it off. I am also thinking of adding some kind of pain/preemptive transforms. I know it's for Vampirism, but Madmole had a video/picture a while back of how the Player would look weaker as the infection progressed, so I am going to try something similar, based along the lines of the transformation taking place inside of you (so maybe try things like headaches/stomach cramps/et cetera, using various effects).

Bad News: Whilst it will look the same more-or-less at the User's End, the Script itself has been re-written, and it may be necessary to have a Clean Save, meaning you'll likely have to give-up your current data, or risk bizzare events occuring when trying to transform :(

Treaka, I like the idea-- Werewolves should drop Hearts 100% right now, so I will probably use them as the token ;)

I'll keep y'all posted on developments as necessary, and please let me know your suggestions :)
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Emmanuel Morales
 
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Post » Sat May 21, 2011 5:59 am

Amazing, I totally forgot about the hearts, but clearly it's the way to do it!

Kudos to your effort!

Oh on a side note, I remember a while back when looking at Werewolf mods (and subsequently stumbling upon yours) I saw an "addon" for Curse of Hircine, which places more and diverse Werewolf Hunters around the map since the ones included with CoH were apparently pretty static in what would appear.

Now by the sounds of the description the author of this addon provided, you do not actually need the mod to play this, as it simply places new NPC's in the leveled list, and has many of their spawn points over the stock CoH ones. And I believe he said that it is not dependent on CoH due to esp mod isolations.

So once I have my game rebuilt, I think I'll check out the compatibility between Lycanmoon and this hunter addition, and report back, although I doubt I can get my game running in less than a week or two. It's seems they should work together, so long as the "Imperial Legion Outside" faction is set to attack Lycanmoon wolves (at least it is what I infer from the description).

You may already know about this mod, but if you don't and feel like checking it out, the link is

http://www.tesnexus.com/downloads/file.php?id=22456

-Cheers!
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Floor Punch
 
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Post » Sat May 21, 2011 7:55 am

Is one able to wait/sleep in werewolf mode?
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LittleMiss
 
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Post » Sat May 21, 2011 8:46 am

You should be able to ;) If you wait past your change time, you should auto-turn back correctly, too.
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Jimmie Allen
 
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Post » Sat May 21, 2011 1:57 pm

Hi mate just a bug (or not bug if u wanted it to be this way) but when you get a bounty as a werewolf when you revert back to your normal self you will still have any bounty you gained as a werewolf, mite be good to not have it that way, i dont even recognise myself when in wolfy form i dont think a stupid imperial guard could

lovin the mod so far keep up the good work
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Amysaurusrex
 
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Post » Sat May 21, 2011 2:17 pm

another thing ive noted is that the lycan reflexes doesnt seem to work, i still take my normal amount of fall damage falling even the smallest distances, and i can still weild my weapon whilst only being level one of lycanthropic development, actually upon further investigation last chance isnt working for me either
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Claudz
 
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Post » Tue May 10, 2011 7:58 am

Mahoney, thanks for the info; are you using OBSE? If you're transforming, it doesn't sound like the issue (since that should not work either, I beleive), but it's possible something is going wrong there. I'll look into the Bounty Thing ;)
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Josh Sabatini
 
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Post » Sat May 21, 2011 5:22 pm

Any new updates on this mod and this is also a bump.
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K J S
 
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