[Relz][Beta] Ravenous Hunger - Thread #2

Post » Mon May 07, 2012 6:16 pm

I hope that you're planning to make it compatible with GCD , one of the most used leveling mod in Morrowind ! :grad:
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Mon May 07, 2012 7:58 am

I've actually never tried GCD. I have no idea how RH plays when using GCD. If anyone would care to give them a shot together and let me know how it pans out that be great. Maybe by some miracle they already work well together :) .
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Mon May 07, 2012 4:02 pm

GCD has a patch to use it with Werewolf Evolution by Cortex so maybe It is compatible , but if someone wants to try it is really welcome ! :read:
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Mon May 07, 2012 10:13 pm

I've actually never tried GCD. I have no idea how RH plays when using GCD. If anyone would care to give them a shot together and let me know how it pans out that be great. Maybe by some miracle they already work well together :) .

Every time I used v1.3 it was side-by-side with GCD, and it never gave me so much as a hiccup. Dunno about the current version though.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Mon May 07, 2012 6:26 pm

Hi

Ive been playing this mod while doing the bloodmoon mission, a problem iv noticed is that when Hircine speak and fights with you he is always running. Its very strange seing him ran around the arena at the end while speaking to you, theres also a similar problem with the giant. But everything else works pretty much ok. Great Mod can't wait till 1.4
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Mon May 07, 2012 2:08 pm

Thanks for the report. I'll look into it for the next version.

Also, I'd like to say sorry for taking so long with the next version. I took a pretty large break from Morrowind with college starting back, but hopefully I should be ready to start work on this again soon.
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Mon May 07, 2012 7:27 am

Thanks for the report. I'll look into it for the next version.

Also, I'd like to say sorry for taking so long with the next version. I took a pretty large break from Morrowind with college starting back, but hopefully I should be ready to start work on this again soon.
Nice to see you around again! :wave: I really am looking forward to this mod. I've always wanted to play as a werewolf, but the vanilla game doesn't really offer a lot of excitement (other than the nightly bloodlust) to a werewolf player.
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Mon May 07, 2012 7:27 pm

Hi again

Just to let you know that you know that when using this mod i can't load saved games when i have gotten to a certain point in the bloodmoon hunt quest.
Its a bit of a bugger

Also you need to use the console to exit castle Karstaag as it won't let you use the door
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Mon May 07, 2012 5:26 pm

Thanks letting me know. I'm still struggling with my college exams right now, but after that I should get some time to fix this stuff.
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Mon May 07, 2012 4:56 pm

Any news ? Can't wait to see the new version
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Mon May 07, 2012 2:34 pm

I have done a few minor things here and there but the earliest I would expect the next release would be Christmas. Although if I can't get past all of the scripting troubles I've run into I may have to push the release date back to this summer. I really don't want to do that but it would probably give me enough time to make another stable release.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Mon May 07, 2012 10:56 am

Any news, Wolvman?
I hope you're finding some time to get more work done on this. :twirl:
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Mon May 07, 2012 10:05 pm

~NECROMANCY~

Anyone heard from Wolvman?
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Mon May 07, 2012 3:31 pm

:ninja: Ya, I'm around still. I've just been working hard on other mod projects lately. But don't worry, I've been giving RH some attention as well.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Mon May 07, 2012 1:59 pm

:ninja: Ya, I'm around still. I've just been working hard on other mod projects lately. But don't worry, I've been giving RH some attention as well.

:celebration:
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Mon May 07, 2012 9:23 pm

:ninja: Ya, I'm around still. I've just been working hard on other mod projects lately. But don't worry, I've been giving RH some attention as well.
Always nice to hear. :foodndrink:
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Mon May 07, 2012 9:53 am

Good to know its still being worked on, any updates? :D
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Mon May 07, 2012 8:36 pm

Well , currently I'm trying to get a few new sound effects into the mod along with the new more natural hunger system. I also want to get lock bashing put in to allow lycanthropes to get through locked doors ( Almost Finished ).

After that I'm going to begin focusing on the infection system once again and hopefully finish up the darn werecrocodiles and werelions that have been giving me so much trouble.

I also have yet to successfully figure out a fix for the cause of the annoying CTDs that have been plaguing RH for so long. :banghead:
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Mon May 07, 2012 6:40 pm

Ive looked over this. And theres a few things that Ive seen missing from each and every werewolf mod with similar features.One,Werewolves are supposed to be able to regenerate even in humanoid form.Second,Their Attributes should naturally somewhat resemble that of their cursed form even if its only half as strong,Lastly Ive never seen a Werewolf mod where players get to keep the werewolfs natural immunity to diseases
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Mon May 07, 2012 3:07 pm

I had to remove the werewolf regen because it unbalanced the game too much. I really want to keep it in but I need to think of a way to get it to happen in a balanced way. The new hunger system that will be implemented in the next version will allow the player to heal each time they eat a NPC, but that's as far as I am able to go right now due to the game's balance.

As for the human form attributes, the player does receive bonuses from their lycanthrope form even during the day.

And in RH, the player always has a form of disease resistance in both human and werewolf form. Keeping it even after they have been cured is something that I want to do, but I simply haven't gotten around to it just yet.
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Mon May 07, 2012 11:47 pm

You know, this just might be the mod that could work with MCP's Hand-to-hand thing. It says it would make werewolves become super killing machines... Is that recommended with this mod or is it not made with that in mind? Also: thank you for this. I have yet to be a werewolf, but I've always looked forward to trying it. This mod just makes the anticipation even higher :facepalm: that's a good thing, I think...
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Mon May 07, 2012 8:34 pm

Yep, I've been playing around with that one to see if I can get it to work in a well-balanced manner with RH, but I still have quite a bit of testing left to do. It is really hard to balance something as powerful as a werewolf in a game like MW :flamethrower: hahah.

With Beta V.1.3 I'd say that if you used that part of MCP with RH it would probably be over-kill. If I find a way to balance the werewolves' attacks with MCP then I'll probably make the patch a requirement for RH. Otherwise I'll have to simply call it an incompatibility with the mod :( .
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Mon May 07, 2012 11:40 am

Surely, the best way to go about this would be to lower the NPC werewolf strength and reduce (or even add a debuff) the player's strength bonus when in werewolf form, in the form of a MCP patch esp? Seems rather simple. Always said I'd go about it myself, but I svck at balancing. :P

And any news on a NoM patch? :D Would be nice to have extreme hunger if I don't feed enough at night / use Hircine's Ring to not transform.

Also, Werewolves on Vvardenfell/Solsthiem levelled lists would be a nice idea. Was never too fond on the fact that becoming a Werewolf always led me to get Hircine's Ring. I get it far too easy. :(

Oh, and an increase of the silver damage rate could be nice, also. Never liked the fact that I could just use Daedric. And adding silver weaponry to all guards could be pretty nice.

Just a fwe suggestions. :)
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Mon May 07, 2012 10:06 am

I would go about it in a similar manner except that I am trying my hardest to avoid creating multiple esp files right now. That's something I want to tackle when I get closer to the final version. With that said I haven't thought about making a NoM specific patch yet. Still, anyone is welcome to create one as a patch for RH on their own if they don't feel like waiting for me to get around to it :biggrin: .

And the current version of RH already includes a few werewolves that have been placed throughout the leveled lists of both Solstheim and VVardenfell. They're just ridiculously rare. I plan on adding a few more with an update to make them a bit more common however, hopefully without making them too common. I still want it to be one of those "Oh s***t!" type of moments whenever one finally does appear :) .
Also Hircine's Ring will probably be getting an overhaul when I get around to re-vamping the BM quests.

As for the guards, I have been avoiding making changes to them so that RH won't conflict with any guard related mods. Instead I'm going to go the whole werewolf hunter route to make things a bit more exciting for the player. That should hopefully spice things up a bit.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Mon May 07, 2012 7:46 am

This looks very promising.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

PreviousNext

Return to III - Morrowind

cron