[WIPz] Curse of Hircine - Resurrected

Post » Wed Sep 01, 2010 8:52 am

Currently, werewolves are not too common. The most common spawn points only have a 1/3 chance of spawning a werewolf. I'm planning to add more spawn points later to make them slightly easier to find.

1/3 sounds like a lot of werewolves. That is a 1 in 3 chance of the next critter being unique monster. Overkill.

Or am I not understanding.

Even 5% sounds like it would happen to often for my tastes.
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Laura Hicks
 
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Post » Wed Sep 01, 2010 8:03 pm

No, it's not 1/3 for every spawn point. That'd be insane.

Werewolves have unique spawn points. They're not too common as there's not too many spawn points placed in game and the most common has 1/3 chance of spawning.
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Fam Mughal
 
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Post » Wed Sep 01, 2010 2:47 pm

The original CoH didn't have it every night, just on Full and Gibbous. This mod just makes it so you randomly transform on Gibbous.
I created a different item, the Moonstone, that allows you to transform at any time. The ring just blocks transformations.

I can't really do much about the positioning of the arms unless we get someone to redo all the animations so they don't conflict. It was the best I could do.

Okay, sounds good. For some reason I thought official CoH made you transform every night (maybe it originally did or maybe I'm mixing it up with another mod?). I never really looked at it again though, but always wanted to try it. I've actually got it in my to-test list. I'll be replacing your mod with it once I get a chance to try it.

Hope you didn't take it as complaining about the arms. I'm still quite excited about the mod and am looking forward to becoming "infected." :shifty:
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Czar Kahchi
 
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Post » Wed Sep 01, 2010 9:44 pm

http://www.tesnexus.com/downloads/file.php?id=35118
http://www.tesnexus.com/downloads/file.php?id=34924
:D

I don't get it. What's the deal with having two of them?
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StunnaLiike FiiFii
 
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Post » Wed Sep 01, 2010 11:12 am

I don't get it. What's the deal with having two of them?


Curse of hircine Ressurected expension - Symphony of Night is a patch done by coolster that adds an additional leveling system so you gain extra powers as you level up. He wanted to add a leveling system similar to his "Twilight Vampirism" mod. As it's a patch, it still requires the main mod for it to work.
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Nathan Risch
 
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Post » Wed Sep 01, 2010 11:50 am

What about using http://www.tesnexus.com/downloads/file.php?id=22456 mod with this? It is meant to support the older COH mod but it is not dependent upon it. It's only master is Oblivion.esm

Does this revamp the werewolf hunters too? If not then is this hunters mod OK to use with the new one?

Thanks
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lexy
 
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Post » Wed Sep 01, 2010 10:37 am

It should work fine as it doesn't require CoH and adds it's own spawn points. I did create more werewolf hunter types but my changes may not be as extensive so if you want to run both then it's fine. My version still has fixed equipment and no additional hunter ranks.
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N3T4
 
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Post » Wed Sep 01, 2010 7:31 pm

I haven't downloaded COH yet, but I already know not being able to wait as a dog person will make me sad face.


Also, can I just download COH:R without COH or do I need to get COH first then upgrade to COH:R?
Hell,no! I already can see Werewolfs with big boops running arround .. There′re things,you shouldnt even imagine oO

A slimmer werewolf model for females could at least be considered, obviously it wouldn't have [censored].

I guess I could add options to enable sleeping/looting containers when wolf.

Do eeeeeeeeeeeeeeeeeeeet....
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Wane Peters
 
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Post » Wed Sep 01, 2010 8:51 am

No, you don't need the original CoH to run this mod.
I already added the ini options to allow sleeping/looting as a werewolf.
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Sara Johanna Scenariste
 
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Post » Wed Sep 01, 2010 11:56 pm

Any news on the final release ?
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Sweet Blighty
 
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Post » Wed Sep 01, 2010 6:25 pm

do you have a spawn point list? I want to test the mod out, but would prefer not to run all over creation hoping to encounter a werewolf, I didnt see any spawn points indicated in the read me.

EDIT: Never mind im an idiot.
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Robert Bindley
 
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Post » Wed Sep 01, 2010 8:56 pm

Any news on the final release ?

Yes, the mod was released. I'm waiting for some files before releasing the next version.
http://tesnexus.com/downloads/file.php?id=35118

do you have a spawn point list? I want to test the mod out, but would prefer not to run all over creation hoping to encounter a werewolf, I didnt see any spawn points indicated in the read me.

I actually do have a list of all the most common werewolf spawns in case you're interested:

Spoiler

-2, -7 = SE Priory of the Nine
-8, -7 = WSW Priory of the Nine
-7, -6 = WSW Priory of the Nine
-11, -7 = SSE Skingrad
-29, -2 = E Kvatch, Shetcombe Farm
-8, 32 = Far NE Chorrol
-2, 37 = Far WSW Bruma
-15, 40 = NW Hemurus Mora's Shrine
-9, 34 = NW Lindai
-23, 32 = NW Cloud Top
-5, 16 = N Fort Nikel
-7, 16 = W Fort Nikel
-7, 12 = E Molag Bal's Shrine
-10, 25 = E Chorrol
-12, 29 = NNE Chorol
-12, 31 = NNE Chorol
-15, 10 = N Skingrad
-29, 16 = E of CO in "THE COLODOVIAN HIGHLANDS"
-26, 23 = N of AN in "THE COLODOVIAN HIGHLANDS"
-25, 10 = Below "The Imperial Reserve"
-33, 16 = N of THE in "THE COLODOVIAN HIGHLANDS"
-39, 8 = N of Y in "COUNTY KVATCH"
-34, 15 = N of THE in "THE COLODOVIAN HIGHLANDS"
-40, 7 = N of NT in "COUNTY KVATCH"
-42, 9 = N of U in "COUNTY KVATCH"
51, 0 = E Malada
6, -3 = SW Inn of Ill Omen
26, 33 = W Azura's Shrine
18, 34 = SE Frostcrag Spire
9, 35 = E Bruma
0, 35 = W Bruma
26, 27 = NNW Cheydinhal
18, 27 = N Roland Jeseric Cabin
17, 30 = E Frostfire Glade
11, 30 = SE Bruma, N Anga
5, 30 = Far N Imperial City, N Alesvil
6, 7 = S Imperial city, NE Fort Homestead

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Dezzeh
 
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Post » Wed Sep 01, 2010 6:29 pm

I'm waiting for some files before releasing the next version.

any news? :D
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Ashley Campos
 
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Post » Wed Sep 01, 2010 11:01 pm

any news? :D


Not yet. Anyway, the next update to this mod is not going to be released anytime soon, since I haven't had much time to work on it. I was working on a patch to a different werewolf mod.
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Ally Chimienti
 
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Post » Wed Sep 01, 2010 9:32 pm

Not yet. Anyway, the next update to this mod is not going to be released anytime soon, since I haven't had much time to work on it. I was working on a patch to a different werewolf mod.

Oh nice news! :shocking:
The next update will it bring what news? :drool:
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Calum Campbell
 
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Post » Wed Sep 01, 2010 9:21 am

No new news related to Curse of Hircine, still too busy to work on it.
My unofficial patch for Werewolf The Awakening was released, the mod can be downloaded http://tesnexus.com/downloads/file.php?id=35360.
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Alada Vaginah
 
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Post » Wed Sep 01, 2010 11:25 pm

No new news related to Curse of Hircine, still too busy to work on it.
My unofficial patch for Werewolf The Awakening was released, the mod can be downloaded http://tesnexus.com/downloads/file.php?id=35360.

Isn't Werewolf the Awakening like a brand new mod? What did you do to it?
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Benjamin Holz
 
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Post » Wed Sep 01, 2010 9:05 am

Isn't Werewolf the Awakening like a brand new mod? What did you do to it?


Yes, it is. But it's creator decided he was no longer interested in working on it due to real life stuff leaving in a few serious bugs. The main things I did were fixing the bugs, moving the Werewolves Stronghold to be more compatible with UL: Stendarr Valley, and adding an extra option to allow non-persistent npcs to become werewolves.
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Samantha Pattison
 
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Post » Wed Sep 01, 2010 7:58 pm

any news?
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matt
 
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Post » Wed Sep 01, 2010 6:04 pm

Not much happening right now due to being very busy with University assignments. I'll continue working on it after I'm done.
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Nick Swan
 
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Post » Wed Sep 01, 2010 11:40 pm

Thank you ^_^
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Dagan Wilkin
 
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