[WIP] - Lycanmoon : The Feral Hunger

Post » Sat May 21, 2011 4:55 pm

Hey CDM,

Would you like me to try to change the hands of the werewolf, what Ratdruid pruposed?. :)
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Lisha Boo
 
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Post » Sat May 21, 2011 11:46 am

Bone_Collector-- sure that would be great :D

Ashven-- that is from Aensland's "Cyrodill Economic Overhaul" Mod. It adds a lot of features-- not sure about the newer versions right now, but there were a couple of Beta's out.
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Sabrina Schwarz
 
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Post » Tue May 10, 2011 7:44 am

Bone_Collector-- sure that would be great :D


Ok, i'll give it a try. :)
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aisha jamil
 
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Post » Sat May 21, 2011 10:40 am

wow.........excellent mod..........no compatiblity problems so far............however sometimes the dead bodies dont turn into their skeletel form after feeding on them...........but that doesnt bother me.........i must say its an excellent mod, definately the best werewolf mod out there, all it needs is some werewolf hunters :), also you could increase the speed more, a werewolf should be the fastest hunter out there but it seems to be struggling to catch a deer even, all minor problems and i increased the speed using an enchanted ring that i wear when i turn into a werewolf, now i cant wait for your Vampire mod........ keep up the good work, will be tracking your forums for news on your vampire mod, thanks a bunch for this mod :celebration:
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JLG
 
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Post » Sat May 21, 2011 5:14 pm

Hey CDM, had a great session with Lycanmoon 1.1 - definitely best wolfy mod yet created!!

Any news on werewolf at will? I agree with the comment about speed made earlier, my wolf is a bit slow atm. Also is it possible to ban wolves from using weapons? When I change I'm still able to equip a sword which is rather silly. Also, did you ever use ThePostalDude's Lichcraft and Lycanthopy mod (part of MOE)? In that when being a wolf you actually sounded like a wolf (yelped when hit etc). Is it possible to apply this to your mod for more authenticity?

Thank you so much for your work, and Happy Christmas!

SS
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Nice one
 
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Post » Tue May 10, 2011 7:01 am

I can easily add it, once I get around to it ;) (I'm focusing on Vampirism, and a smaller side project, at the moment)-- I'll see if I can't release it in a few hours ;)

Done.
New Version (1.2) is up-- contains only the Shift At Will upgrade, given automatically at Stage Five Lycanthropy.
Link : http://www.tesnexus.com/downloads/file.php?id=27938

As to voices/sounds, not sure yet-- off the top of my head, I don't know how to do it (probably a really simple way, of course, but...) so I'll look into it when if I get a chance.

As to weapons, you shouldn't be able to hold a weapon before Stage Five anyway-- if things are working correctly, and you have the right OBSE version, they should de-equip when you attempt to use them.
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kristy dunn
 
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Post » Tue May 10, 2011 10:24 am

SO is the mod finished? If the mod is completely done I will DL but if there is still some bugs and other things you need to work on I will wait.
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Sheeva
 
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Post » Tue May 10, 2011 5:43 am

Officially, it IS finished-- I have no plans to add quests/guilds to it, unless 1) I people really want them, and 2) I have pleanty of time available (which, with other projects, I don't right now). The only updates I foresee are bug fixes (which don't seem too common right now, thankfully :D ) and a few minor tweaks that people ask for.

Hope that helps :)
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joseluis perez
 
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Post » Tue May 10, 2011 6:11 am

Thanks I will DL it right now. :)
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luke trodden
 
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Post » Sat May 21, 2011 2:53 pm

I wish feeding restored your health too. The feeling of total weakness is what ruins this mod for me. At first it was fun as hell running around at night and hunting, but then I realised the only way to heal myself was with potions, which seems very un-werewolfy. Playing as a Nord warrior with maxed out Str & End by level 10 I still find fights with single bandits to be near impossible.

The rest of the mod is great but I can't deal with being so incredibly weak and not being able to heal myself. I realise that you get stronger as you progress through the levels of werewolf but I can barely stay alive so I don't see myself getting there
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Cayal
 
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Post » Tue May 10, 2011 1:44 pm

Well, I'll take a look at it-- shouldn't be too hard to add a slight healing effect (maybe 50-100 points) to feeding ;)
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{Richies Mommy}
 
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Post » Sat May 21, 2011 4:45 pm

Would help a lot. Like I said was really enjoying the mod till I just found myself dying cause I never carry potions
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Cheryl Rice
 
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Post » Tue May 10, 2011 5:28 am

hello,

I like your mod but I have a few questions/suggestions:

1. the NPC werewolfs, perhaps renaming them bandit, cutthroat or whatever, but not werewolf. We are not supposed to know they are werewolf during the day ?
2. it's normal that they are naked ?

3. When in werewolf form, it's possible to change the combat position of the hands/claws like the curse of hircine mod ? because the hand-to-hand stance is a bit weird with the claws.

4. It's possible to make the lycanthropy catchable(?) by fighting the werewolf instead of eating hearth ?
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BEl J
 
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Post » Tue May 10, 2011 9:48 am

hello,

I like your mod but I have a few questions/suggestions:

1. the NPC werewolfs, perhaps renaming them bandit, cutthroat or whatever, but not werewolf. We are not supposed to know they are werewolf during the day ?
2. it's normal that they are naked ?

3. When in werewolf form, it's possible to change the combat position of the hands/claws like the curse of hircine mod ? because the hand-to-hand stance is a bit weird with the claws.

4. It's possible to make the lycanthropy catchable(?) by fighting the werewolf instead of eating hearth ?


1) They're meant to have an alternative name during the day, apparently it's not working.
2) Yes, they're meant to be naked- they're 'crazy people' during the day (or meant to be) from being cut-off from society for so long
3) Not for me, but if someone else knows how, I can add it.
4) Probably, we'll see what happens ;)
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Alexander Lee
 
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Post » Tue May 10, 2011 7:32 am

If those changes come around, looking forward to it!

I also threw you an idea for a simple repeatable quest of turning in your "Werewolf Hearts" for a small sum of gold to a person in Bruma Castle, or some such thing like that. Just a friendly reminder :D
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Luna Lovegood
 
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Post » Tue May 10, 2011 1:59 pm

There is some things I noticed that have been bugging me a bit.

1. When I am werewolf I don't sound like one. Maybe make a voice that so that when you change your voice is human but has the gravely sound of a beast.

2. The NPCs will not immediately try to attack and kill me. They just act normal and guards try to arrest em in my wolf form. Maybe you should make it so that the they will attack you or freak out and run away.

3. The other werewolves are not really working right. Some of them change and some don't; some even end up acting like a NPC and run after I hit them a few times. You should really work on the other werewolves.

4. I still think that the other werewolves should be able to infect you.

Edit: I also forgot to mention that eating the heart is not doing anything even after 3 days. (Had to use the amulet.)

Still great mod. :goodjob:
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Dan Wright
 
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Post » Tue May 10, 2011 4:04 am

Thank-you for the report. :)
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brian adkins
 
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Post » Tue May 10, 2011 4:44 am

Ok, some info/queries from me :)

@Cobb
Looks like another Read Me mistake-- the Players Endurance contributes to how long the Transformation takes. Minimum of 3, maximum of 8. If everything is working correctly.

@Everyone
How many people are getting issues with the Werewolves? Looking at the Scripts, I cannot see WHY they would not transform correctly. I'll keep looking, but it seems most odd. As far as I can tell, player-spawned versions work correctly (except they will still enter combat with the player), so perhaps it is a too-many npcs thing?

Infection - can be done, and has been added for next release.
Voices and stance - Still nothing at the moment, I am afraid - obviously it must be possible if MOE did it, so I'll have a mess about and see what I can do.
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kirsty joanne hines
 
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Post » Tue May 10, 2011 7:13 am

Hi CDM,

To confirm, I've also had problems with NPC werewolves, bringing me back to the anology of them being aggressive nudists, which is a bit silly. I'm not a werewolf at the moment - I'm currently enjoying your vampire mod, which is the most responsive and least buggy vampire mod I've ever used (and I've been through a lot!!). ss
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A Dardzz
 
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Post » Tue May 10, 2011 6:09 am

Ok, Just un bump to say, i've found the bug of coob:

3. The other werewolves are not really working right. Some of them change and some don't; some even end up acting like a NPC and run after I hit them a few times. You should really work on the other werewolves.


Actually, the werewolf transformation (human->werewolf) is only occuring on your current cell, so when I change cell at night, i find only naked human named "werewolf".
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Dona BlackHeart
 
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Post » Tue May 10, 2011 12:27 pm

That would confirm what I'm experieincing... I can't look into it now, unfortunately, but I'll get to it once I can-- the code should react immediately on the Player entering the Cell, however...
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Sebrina Johnstone
 
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Post » Tue May 10, 2011 2:51 pm

i have had that problem too with the npc werewolf not changing at night, also for some reason, maybe mod conflict, all the general items merchants now have werewolf gear for sale
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chirsty aggas
 
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Post » Tue May 10, 2011 6:47 pm

That should be right, more or less (I think it's only meant to be a selection of Merchants)-- but it shoud only be Werewolf Masks-- if it's actual full outfits, please let me know ;)
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DeeD
 
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Post » Tue May 10, 2011 4:19 am

Just bumping this up.
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Albert Wesker
 
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Post » Tue May 10, 2011 4:32 pm

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?
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DAVId Bryant
 
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