[WIP] - Lycanmoon : The Feral Hunger

Post » Sat May 21, 2011 5:05 pm

Right now, no, because I have been playing with the GECK for Fallout 3, but when I move back to Oblivion, there may be a few ;) I already have some stuff ready for the next release, ut nothing major enough to be worth updating for.
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Zosia Cetnar
 
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Post » Tue May 10, 2011 6:55 am

Very well.
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RaeAnne
 
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Post » Sat May 21, 2011 4:24 pm

Just wanted to post a bit of a bug list I found with the mod.

The amulet will not equip. I get the message "The + Lycanthropic Amulet was unequipped" and don't get the menu. This happened when I tried to set the hotkeys... I think.

I cannot do any regular arena matches. I did a werewolf match before I tried a regular arena match, and now when I go up to start the match, the announcer ever starts talking and the gate never drops. I can still do werewolf fights just fine.

Lycan Reflexes, Last Chance, and Claws do not work. Frolicking Frenzy seems to work just fine.

Lycan Jump isn't working either. It did at first but after I changed back to human it wouldn't turn on again.

And some suggestions:

Focused Calm - By forcing yourself to remain calm, you can revert yourself to your human form. Any issues such hunger, enemies, or sanity problems will cause you to be too distracted to do this successfully.

Raging Force: Costs 600 Rage, Lasts 300 seconds - During an extended battle you can channel your rage into yourself to force a change into wolf form temporarily.

Lycan Run - Lycans are fast creatures, and even without an animation running around at great speeds to leap down on fleeing prey is great.

Can you add a low level fear effect to the howl? The sound should scare people. While high level creatures (aka, guards) would not be afraid but instead be alerted to a nearby werewolf.

I think that's all I've found over the past week. The changing back to human ability is really needed. I cant begin to say how many times I've been asked to meet someone at "10 PM"
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Michael Korkia
 
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Post » Tue May 10, 2011 8:30 am

Thank-you for the reports. I will look into the issue; I cannot see why the Arena would be affected, since I kept them separate, but will check. Do you know if you are running OBSE? Also try this in the console (I've not got my PC at me, so it may not work anyway, but I think this is the code):

Set ZCDMLycanmoonConfigQuest.Part to 1


I'll double-check that later, but if you could try it anyway, and let me know what happens?
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gemma king
 
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Post » Tue May 10, 2011 7:21 am

@ sharpshot, the same thing happened for me with the arena but the gate should be lowerable(selecting it like nething else) and your fight can continue like normal, @cdm, yeah im using the latest version of OBSE, took all my mods off and am still having the problems with the abilities


MARNZEEEEEBRAAHHHH
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Elisha KIng
 
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Post » Tue May 10, 2011 5:50 am

Thank-you for the info. I will check as soon as I am back at my Oblivion PC. My immediate thoughts are that something is wrong with the checks (maybe it's not checking for Lycanthropy, or something similar), which is cutting them out.
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Shelby McDonald
 
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Post » Tue May 10, 2011 7:54 am

The code is :

Set ZCDMLycanmoon01ConfigurationQuest.Part to 1


What conditions are you all testing the Abilities in? Right now I've tested Claws and LycanReflexes, both of which seem to be working fine in Werewolf Form. Could you let me know what weapons/shields aren't being unequipped, if possible?

Jump should work through the spell-- looking at the code, there's a line missing, so that it is turning on and off super-fast, which is probably why it isn't working correctly for you. That's easily fixed. :)

Edit: Identified the Arena problem: after the fight, I trigger the Flag to let the Player use the Font to heal themselves, this is causing the issue. I don't know if it will work if you have already done it, but typing 'Set Arena.FightOver to 0' may fix the issue for you-- I can stop it happenning in the next release (for new games), but will either have to edit the font or disallow its use.
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JD bernal
 
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Post » Sat May 21, 2011 1:47 pm

I am not using OBSE or any major mods.
The only mod I am using that might conflict with this is Midas Magic Spells. http://www.tesnexus.com/downloads/file.php?id=9562
Testing conditions? Lycan Reflexes simply never worked for me from the start. And I was always able to equip or remain equipped with any weapon. (Blade weapons, never tried Blunt)
I will try using both of the codes and report what happens later today.
Thank you for helping even when you want to work with the GECK.
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Blackdrak
 
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Post » Tue May 10, 2011 4:36 am

That will probably be the issue, then-- you need OBSE :) But, from what I know, none of the scritps should work if you don't have OBSE... :( Either way, if you're willing to get OBSE, try it and let me know-- that should make everything work :) I could have sworn it was in the Read Me, but I'm a little forgetful on these things :(
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Becky Palmer
 
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Post » Sat May 21, 2011 1:39 pm

Just wanted to post a bit of a bug list I found with the mod.

The amulet will not equip. I get the message "The + Lycanthropic Amulet was unequipped" and don't get the menu. This happened when I tried to set the hotkeys... I think.

I cannot do any regular arena matches. I did a werewolf match before I tried a regular arena match, and now when I go up to start the match, the announcer ever starts talking and the gate never drops. I can still do werewolf fights just fine.

Lycan Reflexes, Last Chance, and Claws do not work. Frolicking Frenzy seems to work just fine.

Lycan Jump isn't working either. It did at first but after I changed back to human it wouldn't turn on again.

And some suggestions:

Focused Calm - By forcing yourself to remain calm, you can revert yourself to your human form. Any issues such hunger, enemies, or sanity problems will cause you to be too distracted to do this successfully.

Raging Force: Costs 600 Rage, Lasts 300 seconds - During an extended battle you can channel your rage into yourself to force a change into wolf form temporarily.

Lycan Run - Lycans are fast creatures, and even without an animation running around at great speeds to leap down on fleeing prey is great.

Can you add a low level fear effect to the howl? The sound should scare people. While high level creatures (aka, guards) would not be afraid but instead be alerted to a nearby werewolf.

I think that's all I've found over the past week. The changing back to human ability is really needed. I cant begin to say how many times I've been asked to meet someone at "10 PM"



I like your ideas they would make the mod much more different from CoH.
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Allison Sizemore
 
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Post » Sat May 21, 2011 8:53 am

Just wanted to post a bit of a bug list I found with the mod.

The amulet will not equip. I get the message "The + Lycanthropic Amulet was unequipped" and don't get the menu. This happened when I tried to set the hotkeys... I think.

I cannot do any regular arena matches. I did a werewolf match before I tried a regular arena match, and now when I go up to start the match, the announcer ever starts talking and the gate never drops. I can still do werewolf fights just fine.

Lycan Reflexes, Last Chance, and Claws do not work. Frolicking Frenzy seems to work just fine.

Lycan Jump isn't working either. It did at first but after I changed back to human it wouldn't turn on again.

And some suggestions:

Focused Calm - By forcing yourself to remain calm, you can revert yourself to your human form. Any issues such hunger, enemies, or sanity problems will cause you to be too distracted to do this successfully.

Raging Force: Costs 600 Rage, Lasts 300 seconds - During an extended battle you can channel your rage into yourself to force a change into wolf form temporarily.

Lycan Run - Lycans are fast creatures, and even without an animation running around at great speeds to leap down on fleeing prey is great.

Can you add a low level fear effect to the howl? The sound should scare people. While high level creatures (aka, guards) would not be afraid but instead be alerted to a nearby werewolf.

I think that's all I've found over the past week. The changing back to human ability is really needed. I cant begin to say how many times I've been asked to meet someone at "10 PM"



The Lycanthropic Amulet didn't work for me once but once i loaded a recent save it starting working again
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Miranda Taylor
 
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Post » Tue May 10, 2011 9:42 am

I checked the ReadMe and no, it dosn't say anywhere in it that you need OBSE. I'll get that right away.
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rolanda h
 
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Post » Sat May 21, 2011 9:09 am

No problem, I'll add it to the next release :) Sorry about that.
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lauraa
 
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Post » Sat May 21, 2011 1:33 pm

Hi CDM all of the bug problems i was having were OBSE related (only started using it a week ago) updating fixed em thats for tha help
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Eileen Collinson
 
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Post » Tue May 10, 2011 10:24 am

the mod and the mesh are great but maybe you could make it so the hands dont get fused together when you equip "fists"?
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Rik Douglas
 
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Post » Tue May 10, 2011 10:52 am

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.

Gotta say this looks great. I'd love to test it out but i've just uninstalled oblivion for a clean installation of FCOM, which leads me to my question, will the finished product be compatable with FCOM?
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Katie Samuel
 
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Post » Tue May 10, 2011 5:09 am

the mod and the mesh are great but maybe you could make it so the hands dont get fused together when you equip "fists"?


Unfortunately, *I* can't. The Mesh was originally done by JCarl, and I know nothing about messing with Meshes so have no idea how to fix it... If someone knew, or could do it for me, I'd happily use the new version and credit them ;)

Solidor
I believe it WILL be compatible, since there are no Levelled Lists or anything like that altered. The only thing I can think of is maybe too-many spawns with the New Werewolf spawns in this and FCOM's own spawns...
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Joey Bel
 
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Post » Tue May 10, 2011 8:09 am

This sounds comprehensive, which is always a nice departure from the less than detailed mods around, I'm somewhat curious why, with all of the Lycanthropic ability there is no inherent weakness to silver though. One would think that should be automatic.

I'd agree with some of the others about adhering to traditional Werewolf lore with regard to infection and moonlight (simulated time changes) however. (e.g. simulate lunar phase with 29 days on the Oblivion calendar for a midnight change etc.) Even if not every 30 days, at least an evening transformation would be closer to lore.

Looks intriguing. I've bookmarked to follow progress.
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Kelsey Anna Farley
 
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Post » Tue May 10, 2011 8:29 am

Solidor
I believe it WILL be compatible, since there are no Levelled Lists or anything like that altered. The only thing I can think of is maybe too-many spawns with the New Werewolf spawns in this and FCOM's own spawns...

Ahh well in that case I look forward to some trial and error once i get FCOM safetly set up :P
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Myles
 
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Post » Sat May 21, 2011 3:40 pm

This sounds comprehensive, which is always a nice departure from the less than detailed mods around, I'm somewhat curious why, with all of the Lycanthropic ability there is no inherent weakness to silver though. One would think that should be automatic.

I'd agree with some of the others about adhering to traditional Werewolf lore with regard to infection and moonlight (simulated time changes) however. (e.g. simulate lunar phase with 29 days on the Oblivion calendar for a midnight change etc.) Even if not every 30 days, at least an evening transformation would be closer to lore.

Looks intriguing. I've bookmarked to follow progress.


I'm just uploading the Version 1.1 file now (should be done by time I post :) ).

The weakness to Silver is mainly my own lack of understanding-- I believe there is a way to detect which weapon the Player is being hit by, but I do not know how it is done, and did not want to risk messing something up (those who know my work will know I have a habit of trying to do too many Mods at once, and I wanted to avoid that pitfall). I'll look into setting up a lunar cycle, but cannot promise anything right now unfortunately, but if it's possible, Ishould be able to do it.
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Samantha Mitchell
 
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Post » Sat May 21, 2011 2:54 pm

Unfortunately, *I* can't. The Mesh was originally done by JCarl, and I know nothing about messing with Meshes so have no idea how to fix it... If someone knew, or could do it for me, I'd happily use the new version and credit them ;)


I can give it a try :)
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Natasha Biss
 
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Post » Sat May 21, 2011 4:30 pm

I'm just uploading the Version 1.1 file now (should be done by time I post :) ).

The weakness to Silver is mainly my own lack of understanding-- I believe there is a way to detect which weapon the Player is being hit by, but I do not know how it is done, and did not want to risk messing something up (those who know my work will know I have a habit of trying to do too many Mods at once, and I wanted to avoid that pitfall). I'll look into setting up a lunar cycle, but cannot promise anything right now unfortunately, but if it's possible, Ishould be able to do it.

You should definately speak to Madmole about this, he was trying/is trying to figure out a way to add weakness to silver for his vampire mod, I dont know if he found a solution but its worth checking.
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Rachel Briere
 
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Post » Sat May 21, 2011 4:34 pm

Hi CDM - Nice work making a wolfy mod - OB really needs werewolves. So far I have a few little niggles that I hope can be ironed out: Firstly, the werewolves don't sound like wolves - they sound like humans with wolf skins on. Growling or something would be awesome (a la MOE lycanthropy). I also got beat up by a nudist in the wilderness in daytime - should non-transformed werewolves a) always be this aggressive and B) be entirely nvde?

I would also LOVE it if the final reward at the top level of lycanthropy was that you didn't turn into a werewolf at night, but could transform at will whenever the time suited - like a great payoff for transforming every night up until then.

Apart from that - AWESOME!!! Keep up the good work with both this and your vampirism mod xxx

SS
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Jeffrey Lawson
 
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Post » Tue May 10, 2011 7:06 am

Thanks for the feedback; they should be nvde, but not aggressive at all. I'll try and take a look at it if I get chance :) I will probably add the Switch at Will at Level Five of the next version (similar to the old version)
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Logan Greenwood
 
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Post » Tue May 10, 2011 9:28 am

I have to know, in the first screenshot, you can see four iron Septims. What is that, and where can I get some of that goodness?
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Alexander Lee
 
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