[RELzWIPz] Hunting in Skyrim - Thread #4 (Status: Version 1.

Post » Wed Mar 20, 2013 6:25 am

So I finished the White Stag. However there seems to be nothing to do afterwards. There's no new members and every time I speak to the person in the guild for jobs he just says "Lets take a look." and nothing happens. I have the version with no perks also.

On my nexus mod page, above your comment you posted lasted night, it tells you that's the last quest lol.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Mar 20, 2013 3:03 pm

On my nexus mod page, above your comment you posted lasted night, it tells you that's the last quest lol.

Yeah but isn't there supposed to be side missions from other hunters? Like killinmg unique animals?
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Wed Mar 20, 2013 1:12 pm

Nope that's it for version 1.2. You might be getting confused because I've got videos and stuff for the coming update on the mod page, it does say coming in version 1.3 though :smile:

How you finding the mod so far? Anything you think needs improving, or you got any ideas for future features?
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Wed Mar 20, 2013 6:04 pm

Nope that's it for version 1.2. You might be getting confused because I've got videos and stuff for the coming update on the mod page, it does say coming in version 1.3 though :smile:

How you finding the mod so far? Anything you think needs improving, or you got any ideas for future features?

Yeah its a pretty cool concept. Voice acting would be nice but its understandable if there isn't any. Side quests like hunting wolves, deer, bears, etc for NPCs would be good also alongside the sidequests you can take from other members for unique quarry (ex: Adrianne wants 5 wolf pelts to make leather) and the guild leader should accept deer hides also.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed Mar 20, 2013 3:39 pm

Yeah its a pretty cool concept. Voice acting would be nice but its understandable if there isn't any. Side quests like hunting wolves, deer, bears, etc for NPCs would be good also alongside the sidequests you can take from other members for unique quarry (ex: Adrianne wants 5 wolf pelts to make leather) and the guild leader should accept deer hides also.

In the works :smile:

People! This isn't a promise, but I'm going to push to get the update finished this week. There's just a few more quests to do (which by now don't take me too long). When I'm happy with the stability of the update and the amount of content, I'm going to release it.

Fingers crossed nothing gets in my way! :D
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Wed Mar 20, 2013 3:25 pm

Sounds good!
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Wed Mar 20, 2013 5:39 am

Godspeed, sir! :)
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Wed Mar 20, 2013 10:18 am

Quick update. I've improved the carcass system, I feel greatly, by adding a couple of extra things.

When you take an animal carcass from the animal's inventory, then close the container screen, an animation will play out showing the player kneel by the carcass, a black screen shows for a couple of seconds, and then the player stands up and the animal is gone. If you have SKSE installed the container menu will close automatically when you take the corpse. If you have a weapon drawn you will sheathe it before kneeling, and if you're in combat there won't be any animation, you'll just take the carcass and the animal will disappear.

I'm going to work on the quests tomorrow, hopefully get a couple finished.

I know I'm taking a long time with this update, I've been working on it for months now. It's just I bug test a friggin' tonne, it's like a compulsion. Sometimes for every 10 minutes I spend creating something, I'll spend an hour or two bug testing it, and tweaking it. I also want to bring a lot of content to the mod with this version. I want it to be substantial. I'm not a fan of doing small updates every few days/weeks. Look at Frostfall for an example of that. Bugs get fixed in little updates sure, but Chesko likes to take his time between big additions :smile:
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Wed Mar 20, 2013 12:58 pm

Sounds great! BTW I vaguely remember in Red Dead Redemption (I didn't play but I watched my son play it, and the hunting/skinning was my favorite part) how there was a "skinning" sound too. A couple of the "squishy" sounds for when you put away certain alchemy ingredients might match well if you wanted to use one of those for a taking-corpse sound.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Wed Mar 20, 2013 8:38 am

Sounds for things is cool :) i already have the screen go bloody when you skin a carcass so that fits well.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Wed Mar 20, 2013 2:49 pm

*Cries a tear of joy :)
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Mar 20, 2013 6:57 am

Status Update For Version 1.3


Stats & Skinning systems, Hunting and Skinning Skills. I'm happy with these now to the point where I feel they are completed. I've bug tested as much as I could, and feel I've got everything right in terms of mechanics. I've also included full Real Wildlife creature support (as much as I think is done), which should mean SKYTEST support to. Over time I'll tweak things like carcass weights, but I'll leave that to user feedback. Of course as bugs crop up I'll fix them.


Unlockable Abilities. I have added the following abilities (not perk tree perks) to the game for 1.3. I will be adding more over time, but these will suffice for now.

Hunting Skill Abilities:
Hunters Kill Vision - Kills will glow for a short time making them easy to spot in dark places/environments, or long grass areas.

Skinning Skill Abilities:
Improved Pelts - Improve your skinning skill enough and you'll be able to improve your pelts at the Skinning Rack to Good Fine and Flawless grades.
Clean Skinning - When your skinning skill is high enough you will obtain 2 pelts for every carcass you skin.

Trophy Abilities:
Trophy Recovery - With dynamic trophy bases you have the option to take down your erected trophy to put a new one in it's place, however you lose that carcass. But when you've crafted enough trophies you'll be able to not only take down your trophies but recover the animals carcass as well.

Portable Skinning Abilities:
Improved Setup/Pack Away time - The more animals you skin using your portable kit, the faster you get at setting up and packing the kits away. Example: Expert Kit by default takes 6 hours to set up, but you can get that time down to 3 hours.


Guild Upgrades. I feel I have added enough upgrades for the Whiterun Guild Outpost now, for the next update. If I can think of more I'll add those in. At a later date I'll be adding wall decoration (not manual, think Hearthfire) trophies, but they take the biscuit so will wait for the next update for those. Purchasable upgrades included in 1.3 are main room Firepit, Dining Area, Floor improvements, and Shop/Store with radiant vendor recruitment quest. Just one free upgrade is included in 1.3, the Trophy Crafting Room. There are currently 3 dynamic trophy bases in the Whiterun Outpost, and a smaller one used in the training quest. I haven't decided if the armoury will be included in 1.3 yet.


Guild Main Quests. Currently 5 are fully completed for the player to undertake after hunting down the Great White Stag. These include 3 actual main guild quests to progress the guild and story, and also the skinning and trophy crafting training quests. Main quests are going to be my focus over the next few days.


Guild Contract (radiant) Quests. I currently have 6 general contract quests finished, and 2 export quests finished. As these are radiant they can have a total of hundreds of different outcomes for NPC, item to collect, and how many items to collect. I'm also working on adding 2 "bounty" quests for the main guild hall, as shown in this video - http://www.youtube.com/watch?v=REjPMplGYmI


Guild Locations. Currently the Whiterun Outpost is basically finished for now. I will improve it later on. The Main Guild Hall is basically finished to, but story wise I'm not sure if I'll introduce it in the story featured throughout update 1.3. However as I said, it's basically finished all except the main trophy room. I don't want to go into too much detail, but it's going to be hot stuff.


New Initial Additions. To improve the early stages of the Whiterun Outpost being constructed, I have added some progression to its completion. Instead of an empty room when you first enter the outpost, you'll be greeted with http://static.skyrim.nexusmods.com/mods/images/18866-1-1360097304.jpg.


In summary (or TL;DR)

Lots of things will be coming in the next update guys. As stated above the focus for me now is solely on actual main quests. I've done enough of the level design, system and stat creation, and all that jazz to satisfy myself that 1.3 will bring enough content to keep people busy. For those wondering, voice acting will begin work in the next few months :smile:

That's all folks!


EDIT:

Added details of the new things coming for the initial guild construction.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Mar 20, 2013 12:25 pm

Been waiting for a long time for this update)
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Wed Mar 20, 2013 2:00 pm

Seeing as how I'm making some new main quests over the next few days, anybody got any cool ideas? :)
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Wed Mar 20, 2013 1:50 pm

I will be releasing update 1.3 today. I have decided to forgo adding a few more quests that I had planned, instead going with what I have completed. I just need to finalise a couple more things, then I'll do the documentation and readme, and uploading.

Sorry for the long wait, I hope you guys enjoy it :smile:
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Wed Mar 20, 2013 6:08 pm

Woohoo! :)

Re future possible quests, hunting mammoths is fun, but of course it always seems to be poaching, not hunting since they belong to giants. It would be great to have a wild unowned herd somewhere to cull now and then.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Wed Mar 20, 2013 5:52 pm

Good idea mate :)

Ok so the update is basically finished! I just need to do more testing to ensure nothing's broken with the new patches, and write up the readmes etc. If I don't get round to uploading it tonight fear not, give it another day or so for me to dot the I's and cross the T's :)
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Wed Mar 20, 2013 5:30 am

Update 1.3 uploaded to the http://skyrim.nexusmods.com/mods/18866/. No perks version, Steam Workshop, and TES Alliance will be uploaded tomorrow :)

I'll take the time to properly change around the main post here etc, but for now, enjoy :)

Full documentation and readme available in the RAR file.

Please read the installation instructions if you're installing or updating. This is a must.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Previous

Return to V - Skyrim