[WIP] - Lycanmoon : The Feral Hunger

Post » Sat May 21, 2011 5:17 am

You make your way carefully through the trees, brushing branches aside, your weapon raised. With every step, you can feel the eyes on you, the eyes of a vicious and inhuman monster... The eyes of the most powerful predator in all Tamriel. Cautiously you move forwards. Somewhere nearby, a twig snaps... And before you can react it is upon you, a snarling, viscious creature like nothing you could have imagined. It's big, with vicious claws and hair all over its body; it's eyes shine with an unholy light, and its extended mouth is lined with vicious, sharp teeth. You let out a scream, and it is upon you...


First, some screenshots...
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot100.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot101.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot102.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot103.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot104.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot106.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot107.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot108.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot112.jpg
http://i732.photobucket.com/albums/ww324/Thezezeal/ScreenShot113.jpg

Overview...
Lycanmoon : The Feral Hunger is a Werewolf/Lycanthropy mod for Oblivion, which allows the Player to become one of the powerful and unnatural predators of Cyrodiil.
Some features include :-
- 10 Stage Lycanthropy -- The time you spend as a Werewolf makes you stronger
- 5 Stage Starvation - As you grow hungry, you begin to suffer for failing to feed
- Werewolf Rage - Become stronger as you get angrier
- 20 Werewolf Appearances - 5 Fur Colours, 4 Eye Colours
- Employ Werewolf Powers such as Howling, Incredible punches, and mighty leaps
- Utilise your Animalistic Instincts
- Feed on the corpses of the dead
- 750 Hand-placed Werewolf Spawns


Energy and Feeding...
The key to your survival as a Werewolf is Energy. When you eat, you gain Energy, and whilst in Wolf form, your body is constantly expending Energy in order to sustain itself. Energy is expended at a rate of one-unit-per-real-world-second (1:1Second).
In order to recover Energy, you must Feed.
You can only Feed when you are in your Wolf form, and on the corpses of those you have killed. In order to Feed, target a corpse and either press the Feed HotKey, or cast the Spell 'WP - Devour Carcass'.
You can Feed on Animals/Creatures or Sentient Races, with different effects:

Feeding on a Sentient Race (Playable Race, Dremora, Dark Seducer, Golden Saint, Et cetera) will fully replenish your Energy, and remove the effects of Lycanthropic Starvation.

Feeding on a Creature will give you a varying amount of Energy. This is a factor of 1000:Scale. A creature at Scale '1', will give 1000, whilst other Scales will increase or decrease the Energy gained. Feeding on a Creature will restore Energy, but will not remove the effects of Lycanthropic Starvation. The exception to this is if Feeding restores your Energy to 100%, at which time the effects of Lycanthropic Starvation are removed.


Hunger and Starvation...
You will never die from failure to Feed, however as your Energy begins to decrease, you will start to suffer Lycanthropic Starvation. Since you can only Feed when in Wolf form, any Starvation you are suffering will remain when you revert back to your non-Wolf form, and remain until you are next able to enter Wolf form and Feed.
There are five stages of Lycanthropic Starvation:
Stage One (1000 Energy remaining)
Fatigue Regeneration reduced to 5

Stage Two ( 750 Energy Remaining)
Fatigue Regeneration Lost
Drain Speed 5
Drain Strength 5

Stage Three ( 500 Energy Remaining)
Drain Speed 10
Drain Strength 10

Stage Four ( 200 Energy Remaining)
Drain Speed 25
Drain Strength 25
Weakness to Magic 50
Weakness to Normal Weap. 100

Stage Five (1 Energy remaining)
Drain Speed 50
Drain Strength 50
Weakness to Magic 100
Weakness to Normal Weap. 200


Lycanthropic Rage...
All across the land, people talk in whispers about the ferocious power of the Werewolf-- it is their fury, their prowess and, above all, their Rage which most terrifies those mortals unfortunate enough to encounter a Werewolf.
As a Werewolf, regardless of whether you are in Wolf form or not, you will begin to accumulate 'Rage' on entering Combat. As time passes, your Rage increases. When you leave combat, your Rage will begin to subside. Rage subsides at a slightly faster rate than it increases (approx. 2:3). It takes 300-seconds (five minutes) of real-time to reach 100% Rage from 0%.
As your Rage increases, you will gain a series of bonuses. These bonuses are cumulative, with new effects being added to the existing effects. :


20% Rage
Fortify Hand To Hand 20

40% Rage
Fortify Agility 30

60% Rage
Resist Normal Weapons 25

80% Rage
Resist Magic 25

100% Rage
Permanent Restore Health effect, Magnitude 1


Werewolf Powers...
At Stages 1, 5 and 10 of your Werewolf Evolution, you will gain new Werewolf Powers. These usually cost Energy to use, and are cast in the same way as Spells.

Stage One
Name : Devour Carcass
Cost : --
Effect : This is the Werewolf's ability to feed on the dead. Please see the Feeding section of this Read Me for more information.

Name : Wolf Eyes
Cost : --
Effect : Werewolves are incredibly adept hunters, and with this Lesser Power, they are able to activate their powerful night-time eyes, and receive a Night Eye bonus. The first time the Spell is cast, Wolf Eyes will be activated; the second time the Spell is cast, Wolf Eyes will be deactivated. This Spell can also be toggled using the 'Wolf Eyes' Hot Key.

Name : Lycan Senses
Cost : --
Effect : Werewolves are incredibly adept hunters, and with this Lesser Power they are able to activate their powerful sense of smell, and receive a 1000-magnitude Detect Life effect. The first time the Spell is cast, Lycan Senses will be activated; the second time the Spell is cast, Lycan Senses will be deactivated. This Spell can also be toggled using the 'Lycan Senses' Hot Key.

Name : Werewolf Jump
Cost : --
Effect : Werewolves have immense strength in their legs, and with this Lesser Power they can focus it into a powerful Jump. When cast, this Spell will reward a bonus to your Acrobatics Skill, based on your Werewolf level (50*Werewolf Level). Casting the Spell again will remove the bonus. This Spell can also be toggled using the 'Werewolf Jump' Hot Key.

Name : Howl
Cost : --
Effect : Howl at the moon with this Lesser Power. It can also be activated through the 'Howl' Hot Key.

Name : Focus
Cost : --
Effect : This Power can only be used throug the 'Zoom In/Out' Hot Keys. When in First Person, the Werewolf is able to focus its attention on a target, and 'Zoom In/Out' to get a better look at it.
Note: This will conflict with Mods that manually alter your Cemera Point of View.

Name : Concentrated Strike
Cost : 10 Energy
Effect : Utilising their incredible strength, the Werewolf is able to deliver a single crushing blow to the target, sending them flying backwards. The blow causes only 10-points of damage to the target's Health, however the force of the impact will send them flying, with the possibility of environmental damage still afflicting them. The force of the knock-back is related to the Strength of the Werewolf.

Stage Five
Name : Lycanthropic Compensation
Cost : 50 Energy
Effect : With this Lesser Power, the Werewolf is able to compensate for a weakness in either its Blade or Blunt Skills. When cast, whichever Skill is lower will receive a 60-second boost of 50-points. If both Skills are at the same level, Blade will receive the bonus.

Name : Fury
Cost : 200 Energy
Effect : Letting loose a howl of rage, the Werewolf gains a 50-point Shield effect for 60-seconds when using this Lesser Power.

Name : Bleeding Wounds
Cost : 20 Energy per Attack
Effect : Using their natural ferocity, the Werewolf is able to make the wounds they inflict more serious. When this Lesser Power is in effect, the Player will gain an 10-point increase to all damage done for 60-seconds. Each blow, whether successful or not, however, drains energy from the Werewolf during this time.

Name : Shadowstep
Cost : 250 Energy
Effect : Utilising their natural agility, the Werewolf uses this Lesser Power to become invisible for 180-seconds. Interacting with the world will reveal the Werewolf's presence.

Name : Summon Wolf Pack
Cost : 350 Energy
Effect : Summons three wolves to assist the Player. They will remain with the Player until they are killed.

Stage Ten

Name : Purge Flesh
Cost : 1000 Energy
Effect : A Lesser Power that only works outside of Combat, Purge Flesh will restore all of the Werewolf's Attributes, as well as curing any Diseases or Poisons which may somehow be afflicting them.


Animal Instincts...
Animal Instincts
Animal Instincts are special bonuses/features automatically applied when certain conditions are met; they are free to use, and usually provide some kind of assistance or boost to your normal abilities; in some cases, however, they are penalties upon your abilities.

Name : Lycan Reflexes
Form : Either (Wolf / non-Wolf)
Effect : The Lycanthropic infection allows Werewolves to react faster to the world around them, and when coupled with their superior strength provides 'Lycan Reflexes'. When falling, the Werewolf is able to react to the drop in mere moments, and is able to fall from any height without taking dame.

Name : Last Chance
Form : Wolf
Effect : During Combat, the first time your Health drops below 20-points, this Animal Instinct will kick in. Those around you will be flung backwards, and your health will be boosted by 50-points. It will only work once each time you enter Combat however, so if your health drops again, you will not get another chance.

Name : Frolicking Frenzy
Form : Wolf
Effect : With this Animal Instinct, the Werewolf's natural swimming skills kick in. When you are swimming in Wolf-form, you will gain a Speed boost, allowing you to swim faster.

Name : Claws
Form : Wolf
Effect : Until Stage 5 of your Lycanthropic development, you will be unable to wield weapons or Shields.


Q & A...
Can I be a Werewolf and a Vampire at the same time?
Short Answer : No
Long Answer : Yes. Under normal circumstances, Lycanmoon stops you being able to be both a Vampire and a Werewolf by checking which you are, and removing the necessary infection. However, if you are using a Vampire Mod that offers another way of becoming a Vampire, you may be able to become both. Alternatively, you can use the Lycanthropic Amulet (configuration item) to force yourself into a Werewolf at any time.

How often will I transform as a Werewolf?
Every night between 20:00 and 06:00

How do I become a Werewolf?
Right now there are only two options: choose to be made one by the Lycanthropic Amulet, or eat a Werewolf heart.

Does my Werewolf appearance affect the game?
No. There are five types of Werewolf in the Mod (Black, Brown, Gold, Grey, Silver) who interact with each other based on a non-Pack-hatred system. However, the Player's choice of appearance is entirely aesthetic, and these Werewolves will always hate the Player, regardless of their appearance.

Can I change my appearance at will?
Using the Lycanthropic Amulet, you can change your fur and eye colour at any time.

Can I enter my Wolf form at will?
No. However, if you are carrying the 'Bands of the Chosen' from the Main Quest, you will not turn into a Werewolf (if you are already a Werewolf, you will still turn back).

What happens if I turn into a Werewolf in the Arena?
You will be disqualified. And possibly hated, but who knows ;)


Credits...
JCarl - Werewolf Mesh
AlienSlof - Werewolf Textures
View their Lycanthropy Mod here : http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2317

Aensland - Applying Slof's eyes to all Werewolf Heads
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lucy chadwick
 
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Post » Sat May 21, 2011 7:15 am

This adds a secret side of life to your character :P Totally awesome, already looking forward to this. :)
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Alex Blacke
 
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Post » Sat May 21, 2011 10:53 am

Cdm, why don't you complete some of your mods? Like necromantic one and vampiric one..
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Richard Dixon
 
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Post » Sat May 21, 2011 3:58 am

This mod sounds awesome :goodjob::goodjob::goodjob::goodjob: , im wondering what the release date is
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Astargoth Rockin' Design
 
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Post » Sat May 21, 2011 6:28 am

Cdm, why don't you complete some of your mods? Like necromantic one and vampiric one..

Unfortunately, Necromancy hit a bug the likes of which I'd never encountered, and no-one could help me resolve :( Sadly, it had to be abandoned.
Vampirism is still being worked on, with a new Beta currently in Private Testing; hopefully it will be released before Christmas.

Also, please be aware that there are a number of other mods of mine which are currently in 'new-Beta' versions; their chance of release, however, depends on my own time-- I don't have a huge amount of time to Mod, so I focus on what is most interesting to me.
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Sanctum
 
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Post » Sat May 21, 2011 3:31 am

This sounds great! Werewolves are my favourite kind of monster in The Elder Scrolls series. Hope this one will get released soon.
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Heather beauchamp
 
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Post » Sat May 21, 2011 5:37 am

Unfortunately, Necromancy hit a bug the likes of which I'd never encountered, and no-one could help me resolve :( Sadly, it had to be abandoned.
Vampirism is still being worked on, with a new Beta currently in Private Testing; hopefully it will be released before Christmas.

Your necromancy mod was pretty awesome, I truly hope you do another like you did! What kind of bug have you hit? Have you asked in this forum? May you explain me?
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jeremey wisor
 
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Post » Fri May 20, 2011 11:09 pm

Oookay. A werewolf mod. This is good, I love werewolves, and there are definitely very few mods that allow you do become on and do it right. (Un)fortunately, this mod will probably not be compatible with Curse of Hircine, which will most likely mean that I'll have to choose. I think I'm digging CoH for the methods of transformation (catching a disease and not transforming every night, only some nights depending on the wane/waxes of the moon) it offers, while this one actually gives you some interesting abilities for being a werewolf. In CoH, not only were you silenced your entire transformation, but every person would attack you [which I liked] and if someone saw you transformed, you would be forced to kill them or they would call the guards to kill you in your human form. This was fun because it gave some interesting roleplaying stories [the honorable paladin who never kills anyone now has to kill an innocent townsfolk or risk dying himself].

On the other hand, this mod gives you a slew of new abilities to use. CoH's werwolf form was completely and utterly weak compared to your original character, so I saw transformation as a penalty [which isn't a bad thing], but for this mod, playing as a werewolf might actually be fun. Will this include custom howling and feeding animations like in CoH?

Anyway, this mod sounds very interesting. I can't wait to try it!
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TASTY TRACY
 
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Post » Sat May 21, 2011 11:30 am

Oookay. A werewolf mod. This is good, I love werewolves, and there are definitely very few mods that allow you do become on and do it right. (Un)fortunately, this mod will probably not be compatible with Curse of Hircine, which will most likely mean that I'll have to choose. I think I'm digging CoH for the methods of transformation (catching a disease and not transforming every night, only some nights depending on the wane/waxes of the moon) it offers, while this one actually gives you some interesting abilities for being a werewolf. In CoH, not only were you silenced your entire transformation, but every person would attack you [which I liked] and if someone saw you transformed, you would be forced to kill them or they would call the guards to kill you in your human form. This was fun because it gave some interesting roleplaying stories [the honorable paladin who never kills anyone now has to kill an innocent townsfolk or risk dying himself].

On the other hand, this mod gives you a slew of new abilities to use. CoH's werwolf form was completely and utterly weak compared to your original character, so I saw transformation as a penalty [which isn't a bad thing], but for this mod, playing as a werewolf might actually be fun. Will this include custom howling and feeding animations like in CoH?

Anyway, this mod sounds very interesting. I can't wait to try it!


I think he won't add to much of CoH then these two mods would be to similair to each other
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Amy Cooper
 
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Post » Sat May 21, 2011 4:37 am

You're right. I'm sorry if that's what it sounded like. As great as making these two mods compatible/aware is, it shouldn't happen unless CDM wishes it. A little competition is always a good thing (at least for the mod players, anyway :shifty:) since it allows them to actually choose what works better for them and what sounds more intriguing, Plus, it keeps the modders busy trying to create new features that make their mod the obvious choice, which increases the number of interesting features in both mods (even though unfortunately there doesn't seem to be anything much going on with CoH). Heck, you can even tell it's working on me since I don't know which of the two I should use as my main werewolf mod. :P
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Kate Murrell
 
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Post » Sat May 21, 2011 3:36 am

Well, I'm using Vanilla Wolf Howl as a playable Howl sound. It sounds OK to me, and seems to work well :) I'm also using the Vanilla Vampire feed animation-- what's interesting, though, is that I've got the new version set up so it doesn't switch to third-person, so your 1st Person view actually bends down into the corpse, and it looks somewhat like you're actually eating it 'in character' (I thought the zooming out broke immersion slightly, but not enough to actually be that bad).

Right now, the Known State (from the original Darkness Everlasting version of Lycanthropy) seems to be working OK; I anticipate a few issues with RGO, but beleive these can be resolved using RGOs own function. What Known State does is alert the guards to you if you become a Werewolf. Right now they won't actually attack on sight (because of the whole 'psychic guards' issue), but people won't speak to you.

I'm currently working on the Werewolf Arena: another idea 'borrowed' from my original DE Mod, it pits you against Werewolves in the Arena as a separate Arena line.

Also going to bring back the Werewolf Masks-- just-for-fun Werewolf heads that can be equipped :D
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james tait
 
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Post » Sat May 21, 2011 7:59 am

how bought u download both...and switch around as u play? one character uses this one, one uses that one...just variety.
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Andrea P
 
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Post » Sat May 21, 2011 8:49 am

This looks like an absoloutley cracking mod my friend :)
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Ebony Lawson
 
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Post » Sat May 21, 2011 9:21 am

Looking pretty interesting so far. Does feeding effect lore like in Vampirism, or just time? Also, I notice you say can't change form at will, but maybe that would make a good level 10 power?

As far as powers go, does Howl do anything other than add a bit of coolness? Maybe scare weaker opponents nearby into running away? Maybe expanded for level 5 and 10?

Concentrated Strike looks like it could have a lot of potential with maybe a rank 2 and rank 3 version for level 5 and 10, maybe the level 5 version could knock down and lower stats of the victim and level 10 could knock down, reduce stats and maybe paralyze the victim for a few seconds.

I don't really see the point of Shadow Step from a game perspective, since invis is available as a spell and via potions in vanilla, the vampire sense enchancer that adjusts time could be really cool though, and since werewolves would have enhanced senses/reflexes, I could see it fitting in well (especially since you can't really be a vampire and a werewolf at the same time anyway.

Also, are there any stat/skill boosts while a werewolf? I'm not a big fan of such boosts, but boosts to maybe Unarmed and Athletics could fit in.
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Dalley hussain
 
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Post » Sat May 21, 2011 5:35 am

CDM_, do you need any suggestions from the community ?? ;)
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kirsty williams
 
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Post » Sat May 21, 2011 8:12 am

Looking pretty interesting so far. Does feeding effect lore like in Vampirism, or just time? Also, I notice you say can't change form at will, but maybe that would make a good level 10 power?

As far as powers go, does Howl do anything other than add a bit of coolness? Maybe scare weaker opponents nearby into running away? Maybe expanded for level 5 and 10?

Concentrated Strike looks like it could have a lot of potential with maybe a rank 2 and rank 3 version for level 5 and 10, maybe the level 5 version could knock down and lower stats of the victim and level 10 could knock down, reduce stats and maybe paralyze the victim for a few seconds.

I don't really see the point of Shadow Step from a game perspective, since invis is available as a spell and via potions in vanilla, the vampire sense enchancer that adjusts time could be really cool though, and since werewolves would have enhanced senses/reflexes, I could see it fitting in well (especially since you can't really be a vampire and a werewolf at the same time anyway.

Also, are there any stat/skill boosts while a werewolf? I'm not a big fan of such boosts, but boosts to maybe Unarmed and Athletics could fit in.


Feeding does not affect Lore. However, eating a Werewolf Heart when you are already a Werewolf will give you 100 Lore. Shift At Will is an idea I have, but want to hook into a Quest of some sort, so it's something you really earn ;)

I like the idea for improving the powers.

Werewolves can't use Magic in Wolf Form, but they can use their own powers. Originally I was going to have more sha-man like Werewolves (as in some real-world Lore), but felt that it really didn't 'fit' with the concept of Werewolves as powerful predators.

Some Attributes and SKills are boosted; more details at a later date.

BoneCollector,
You're welcome to submit suggestions/ideas :)
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Rhi Edwards
 
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Post » Sat May 21, 2011 11:27 am

Feeding does not affect Lore. However, eating a Werewolf Heart when you are already a Werewolf will give you 100 Lore. Shift At Will is an idea I have, but want to hook into a Quest of some sort, so it's something you really earn ;)

I like the idea for improving the powers.

Werewolves can't use Magic in Wolf Form, but they can use their own powers. Originally I was going to have more sha-man like Werewolves (as in some real-world Lore), but felt that it really didn't 'fit' with the concept of Werewolves as powerful predators.

Some Attributes and SKills are boosted; more details at a later date.

BoneCollector,
You're welcome to submit suggestions/ideas :)


Ok, hmmm let me think... maybe some sort of running spell, allows you to temporary run very hard ??
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Amysaurusrex
 
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Post » Sat May 21, 2011 7:49 am

Quests are good, maybe make it two parts, so Shift At Will for part one and for part two to allow the player to use their magic while in wolf form.

As far as not having spells available while in wolf form, perhaps some healing power (maybe a 60 second regen of 3 points per second or something, called something like enhanced metabolism, and it costs 60 energy on cast to simulate using twice the energy while it's active, just tossing around ideas), or feeding restoring some health (fifty?) or something, in case people aren't into alchemy and normally prefer restoration.

Also, what about somehow blocking the use of mortar and pestle and repair hammers until higher levels (when the werewolf is starting to get used to being a werewolf).

And as far as stat/skill bonuses go, I really like the customization that was part of Vampirism, and at least with werewolves, there's less speculative arguement over inherent strengths and weakensses, imo, at least. Only thing I can think of is a weakness to silver, though I can't really think of a way to introduce that to the game and it's not really needed in Oblivion's game world anyway, imo, as silver may be rare irl, it's certainly not in Tamriel.

Oh yah, and are the werewolf eye nifs the same size as those used by the playable races? Might be neat if the player could keep their normal eyes for some kind of creepy immersion factor. :)
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Sophie Morrell
 
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Post » Sat May 21, 2011 3:51 am

Unfortunately the Werewolf eyes are part of the Mesh/Texture. The original Mesh was designed by JCarl, with textures by AlienSlof. Aensland kindly applied the Eye textures across the whole range of fur colours, but that's about as far as transforming the Textures has gone... It may be worth asking Aensland about the possibilitiy of swapping out the textures in the way the Skin works, so I'll look into it...

Customisation is somewhat limited here, with regards to the powers/Bonuses, because I wanted this to be more streamlined (before the rework of the Vampire attributes, there were several thousand lines of customisation, just to cater to every possible decision the Player had... Way too much, I'm afraid :( )

Not sure how to block the Mortar and Pestle, without somehow forcing combat (I don't *think* there's a 'cannot use' for that and repair-hammers), but I will look into it ;)

Nice power ideas ;)



So, where am I at...
Werewolf Form and benefits - 90% (Just need top-level Powers)
Werewolf Arena - 100%
Werewolf Masks - 100%
Werewolf Enemies - 100%
Werewolf Enemy Dens - 0%
Werewolf Private Den - 0%

So, I'm pretty much on target right now, but anything people would like to see? I'm particularly thinking of the 'living as a Werewolf' area, rather than Quests (since they're not my strong point). All suggestions welcome.
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laila hassan
 
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Post » Sat May 21, 2011 2:31 am

So, I'm pretty much on target right now, but anything people would like to see? I'm particularly thinking of the 'living as a Werewolf' area, rather than Quests (since they're not my strong point). All suggestions welcome.

how about every time you become a werewolf there a random chance that the armor that is unequipped will become damaged.
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Kristian Perez
 
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Post » Sat May 21, 2011 7:34 am

Increase the size of the werewolf form...I always hate the fact that the werewolf form looks so puny. Werewolves are supposed to be HUGE and beastly in appearance, not like a man in a wolf suit. I know the scripting for this can be tricky,,,i messed with it a lot in my own mods...the problem is usually that when killed the werewolf reverts back to human form, but keeps their increased size...which looks stupid when in man form. If you can solve this issue, I would say that this would be the best werewolf mod out there.
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Robert Jackson
 
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Post » Sat May 21, 2011 3:14 pm

That shouldn't be a problem: if he boosts the size, he can leave them in wolf-form on death since there's lore on them. Can't remember the book, but it's about a guy who studies them, and he says they don't turn back into a man when they die ;)
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Heather Dawson
 
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Post » Sat May 21, 2011 3:35 pm

Increase the size of the werewolf form...I always hate the fact that the werewolf form looks so puny. Werewolves are supposed to be HUGE and beastly in appearance, not like a man in a wolf suit.


Exactly, bigger and wider
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Emmanuel Morales
 
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Post » Sat May 21, 2011 1:46 am

Hello, awesome mod. Like your other one too. The Vampire mod. epic.
Anyway, do you think you could implement the werewolf manes that someone made as an addon for CoH? It's a small thing but makes a huge difference in my opinion.
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Matthew Aaron Evans
 
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Post » Sat May 21, 2011 9:59 am

Bigger Wolf form should be possible.

Armour damage chance added. Currently at 30% chance when you transform. Should destroy one piece of armour (as though you're ripping out of it).

Manes may be possible; I know JCarl's Mod has a mesh for it, so I can look into it ;)
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Chris Guerin
 
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