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

Post » Sat May 28, 2011 4:52 am

so, is this mod still alive?
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 2:35 pm

Yes it surely is. I've been pretty quite lately, but that's because I've been so busy. I had my comp wiped clean for windows 7 lately which slowed down progress a bit (don't worry nothing was lost). I probably wont' post much until the next release is finished. I've still got a little scripting to do as well as some sound, model, and texture work to do before then however.
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Miss K
 
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Post » Sat May 28, 2011 6:51 am

Yes it surely is. I've been pretty quite lately, but that's because I've been so busy. I had my comp wiped clean for windows 7 lately which slowed down progress a bit (don't worry nothing was lost). I probably wont' post much until the next release is finished. I've still got a little scripting to do as well as some sound, model, and texture work to do before then however.


Good to hear it! I love this mod, and I always use it when I use my warrior character!
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Charlotte Lloyd-Jones
 
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Post » Sat May 28, 2011 6:28 am

This mod is really nice Wolvman, just there is a part that does not convince me:

(* Transformations are now slightly more realistic and dramatic. When the transformation begins your character will fall to the
ground and lose his/her vision. So a word of advice, DON'T transform near enemies and pay attention to the warning messages.)

I believe that the transformation would be more useful being kept in foot.


This one is not my language. I hate the translators.
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Sammie LM
 
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Post » Sat May 28, 2011 3:51 pm

Good to hear it! I love this mod, and I always use it when I use my warrior character!


I'm glad you like my mod. The next version already has nearly double as much content as the current version. Hopefully you'll enjoy it even more then.


This mod is really nice Wolvman, just there is a part that does not convince me:

(* Transformations are now slightly more realistic and dramatic. When the transformation begins your character will fall to the
ground and lose his/her vision. So a word of advice, DON'T transform near enemies and pay attention to the warning messages.)

I believe that the transformation would be more useful being kept in foot.


This one is not my language. I hate the translators.


Thank you TioGilito22. The slower transformations are something that won't be changed for quite awhile however. With the mod's current setup many of the other scripts in use need the slower transformation effects to work properly. Still I may include an option in the configuration menu to allow for faster transformation in a later version.


So here's a recap of what is going to be in V.1.0 (Full):
1. Werelions and Werecrocodiles (Check 1st post for screenshots of current progress)
2. Smoother lycanthrope experience due to more optimized scripts.
3. Many new ingredients for all you alchemists out there.
4. Human form bonuses now fluctuate with the moon phases of each day.
5. Overhauled Change-at-Will system compatible with both mages and warriors.
6. More lycanthrope spawn points and a reworking of the old spawn points (some have a higher percent chance to spawn then before while others are lower).
7. Werewolf Infection's new system of feeding. (Hasn't yet replaced the old way but instead simply adds to it).
8. Many other minor changes that I've forgotten about by now :P .

Stuff that might make it in V.1.0:
1. Werewolf Infection's lycanthropy spreading system (for creating lycanthrope companions)
2. Biting, which will allow you to instantly infect someone with lycanthropy rather than having to use your claws on them in a fight.

Stuff that will probably be put in sometime after the next version:
1. Rage System - Transforms you almost instantly into a werewolf through magical forces rather than natural (allows you to transform much faster when it happens). This transformation will only occur when your character is close to death and has been in a fight for awhile. It will be based on a random percent chance to happen which will be very rare. (No relation to MWE's - Combat Enhanced mod).
2. Lycanthrope Hunters
3. Quests
4. The rest of the remaining Were-creatures.
5. And whatever else I can think off.
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megan gleeson
 
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Post » Sat May 28, 2011 11:12 am

I can't wait, good job. Sorry I can't help. I am only really good at literature, and dialogue... to a point even there.
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Kim Kay
 
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Post » Sat May 28, 2011 9:02 am

Oh! Oh! I have an idea! I've been watching some nature documentaries, and crocs and stuff were on it, and I got to thinking... well, they are an ambush predator, and when they go under the surface of the water, you totally can't see them at all. So, maybe a werecroc underwater can have a chameleon bonus. Maybe you could rig it so that fatigue loss from running (when on land) is higher than normal..., or cripple athletics when out of the water.

You know, a werehippo would be rather frightening. Did you know hippos kill more people in Africa than any other animal? About 300 people a year. They can also run up to 30 mph (if I recall correctly) on land, and those teeth are freaking huge. And they can open their mouth something like 120 or 150 degrees.

Anyway, I love nature documentaries, if you need any ideas for special abilities or powers or spells or something, let me know and I'll try to recall what I've learned or use wikipedia. :frog:
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Mel E
 
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Post » Sat May 28, 2011 9:19 am

Are you still working on this?
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Laura
 
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Post » Sat May 28, 2011 1:01 pm

Alaisiagae: I was wondering about that chameleon idea a few months back, but I couldn't make a decision on it. The only real problem I have with it is that you character would be turning transparent a lot which just looks a little weird (even for a werecroc :D ). I could do it though rather easily. Maybe I'll give it a shot just to see if I like it and then maybe I'll include in the next update. I tried the fatigue deal earlier as well but I couldn't get it to work quite right with my poor scripting skills. I might give it another shot sometime now that I know a bit more.

If you can come up with more specials for any of the other werecreatures I'll be more than happy to check them out. Thanks.

Wolf3131: Yep, it's just that I have a lot I'm wanting to get done before the next release so it's taking its sweet time. I still have plenty of work to do on all the different fronts of modding save for animations. I hope it will all be worth the wait.
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Kieren Thomson
 
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Post » Sat May 28, 2011 3:45 am

Who said that TES modding was dying down? these are great concepts! Im really looking foward to the officla release, thank you so much for your efforts this sounds great
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Racheal Robertson
 
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Post » Sat May 28, 2011 8:04 am

See if your library can get you a copy of "Into the Pride" with Dave Salmoni (2009), it aired on Animal Planet. Really awesome short series (only five episodes) with lions. *thinks* Do you get Animal Planet on TV? "Lions of Crocodile River" "Lion Feeding Frenzy" "Big Cat Challenge" are a few single-episode shows with lions that immediately come to my mind. Lion Feeding Frenzy is pretty cool - these guys go in a Predator Shield, which is a big clear plastic box (heavy duty, weighs over 700 lbs), and then set up a carcass so they can be in the middle of the action. Lions can jump pretty darn high, too, because of their muscular back legs. I never realized how big they are until I saw them right next to a human for reference size. Their roars are wicked loud, too - I'd crap my pants if I heard one right next to me.

As for wolves... *thinks* Haven't seen too many shows about them recently, actually. The latest one had the Russian wolf in the short series "Wild Russia." There's bears in there, too.

Lions: best night eye, fast -- but low stamina? (they spend most of the day asleep!). Special: roar. Excellent bite, excellent claws
Bears: most power and endurance, resist frost - but not very good athletics (they aren't known for lots of running and swimming): Special: Demoralize, powerful (but slow?) attacks
Wolves: most stamina for long-distance, resist frost. Deadly in great numbers.
Crocodiles: ambush predator (same with lions), should be less agile and speedy on land than in water. Resist fire (they love the warmth!), but weakness to cold (get sluggish in cold temperatures)

All of them have really good scent detection (well, they are animals - we humans have some pretty crappy noses).

Sorry my post isn't very coherent. :( Ask me about Tigers, Leopards, and Cheetah's, I know more about them than wolves and bears at the moment. :P
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Sharra Llenos
 
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Post » Sat May 28, 2011 7:19 am

Who said that TES modding was dying down? these are great concepts! Im really looking foward to the officla release, thank you so much for your efforts this sounds great


Thank you Cabron. I hope you like the mod as well :) .

See if your library can get you a copy of "Into the Pride" with Dave Salmoni (2009), it aired on Animal Planet. Really awesome short series (only five episodes) with lions. *thinks* Do you get Animal Planet on TV? "Lions of Crocodile River" "Lion Feeding Frenzy" "Big Cat Challenge" are a few single-episode shows with lions that immediately come to my mind. Lion Feeding Frenzy is pretty cool - these guys go in a Predator Shield, which is a big clear plastic box (heavy duty, weighs over 700 lbs), and then set up a carcass so they can be in the middle of the action. Lions can jump pretty darn high, too, because of their muscular back legs. I never realized how big they are until I saw them right next to a human for reference size. Their roars are wicked loud, too - I'd crap my pants if I heard one right next to me.

As for wolves... *thinks* Haven't seen too many shows about them recently, actually. The latest one had the Russian wolf in the short series "Wild Russia." There's bears in there, too.

Lions: best night eye, fast -- but low stamina? (they spend most of the day asleep!). Special: roar. Excellent bite, excellent claws
Bears: most power and endurance, resist frost - but not very good athletics (they aren't known for lots of running and swimming): Special: Demoralize, powerful (but slow?) attacks
Wolves: most stamina for long-distance, resist frost. Deadly in great numbers.
Crocodiles: ambush predator (same with lions), should be less agile and speedy on land than in water. Resist fire (they love the warmth!), but weakness to cold (get sluggish in cold temperatures)

All of them have really good scent detection (well, they are animals - we humans have some pretty crappy noses).

Sorry my post isn't very coherent. :( Ask me about Tigers, Leopards, and Cheetah's, I know more about them than wolves and bears at the moment. :P


Thanks for the info Alaisiagae. Here's the mod's current state pertaining to your suggestions.

Werelions: Best night-eye, less athletics but more speed than werewolves/werecrocs. Most damaging claws of the three. Most stealthy (on land). Good scent detection.

Werecrocs: Least agile of the three. Most resistant to normal weapons because of their tough hide. Slowest on land but quickest in water. Worst scent detection. I'm still working on the camo thing. Rather than making them weak to frost and resistant to fire I was wanting to figure out a way to make them slower and sluggish when introduced to cold. It would make more sense on the realism side of things. Still I'm not sure how possible that is to script in.

Werewolves: Slight resistance to frost (especially the snow werewolf). Is the middle ground of the other two in most aspects. Best scent detection.
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Catherine Harte
 
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Post » Sat May 28, 2011 3:37 pm

Thank you Cabron. I hope you like the mod as well :) .



Thanks for the info Alaisiagae. Here's the mod's current state pertaining to your suggestions.

Werelions: Best night-eye, less athletics but more speed than werewolves/werecrocs. Most damaging claws of the three. Most stealthy (on land). Good scent detection.

Werecrocs: Least agile of the three. Most resistant to normal weapons because of their tough hide. Slowest on land but quickest in water. Worst scent detection. I'm still working on the camo thing. Rather than making them weak to frost and resistant to fire I was wanting to figure out a way to make them slower and sluggish when introduced to cold. It would make more sense on the realism side of things. Still I'm not sure how possible that is to script in.

Werewolves: Slight resistance to frost (especially the snow werewolf). Is the middle ground of the other two in most aspects. Best scent detection.

Sounds good! I would note that Crocs can sense other creatures in the water very well - they have something akin to the http://en.wikipedia.org/wiki/Lateral_line I mentioned that sharks have. This would only really work in water, since air is such a good insulator of electricity. They should get some sort of ability that after remaining motionless for a while, they can do a short, but fast burst of speed -- to mimic a lunge from the water. http://www.youtube.com/watch?v=ttsnqWGBG7U. :)

You might consider giving Werelions a Jump ability/spell/thing. Here, check out http://www.youtube.com/watch?v=aikf5BwpFsg from the Lion Feeding Frenzy show I mentioned. Or a Roar that demoralizes creatures/humanoids.

I'll try to find something for wolves for inspiration. :)
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maria Dwyer
 
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Post » Sat May 28, 2011 1:35 pm

are you still working on this.
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Bones47
 
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Post » Sat May 28, 2011 2:23 am

I'm happy to say that I am. However my PC is broken beyond repair so I have to buy a new one before I can continue the work on the mod.
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Kayleigh Williams
 
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Post » Sat May 28, 2011 5:39 pm

So what progress has been made?
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Tai Scott
 
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Post » Sat May 28, 2011 5:55 pm

I've put in all of the sounds for the Werelion and have partially implemented a new feeding system based on Yacoby's WW Infection mod. I've done major work on the model of the werelion and werecroc but the textures still need to be reworked sometime. That's about it, my PC died shortly afterward and has been preventing me from continuing any further. I should be getting a new PC in about two months. Until then I don't think much will be happening on the mod sadly.
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CSar L
 
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Post » Sat May 28, 2011 3:43 am

Good to see you're still around wolvman, I thought you might have stopped modding for a while there.
It's too bad your computer died, I'm looking forward to being able to infect people as a werewolf though. :D
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Trista Jim
 
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Post » Sat May 28, 2011 3:25 pm

I've put in all of the sounds for the Werelion and have partially implemented a new feeding system based on Yacoby's WW Infection mod. I've done major work on the model of the werelion and werecroc but the textures still need to be reworked sometime. That's about it, my PC died shortly afterward and has been preventing me from continuing any further. I should be getting a new PC in about two months. Until then I don't think much will be happening on the mod sadly.

Sorry to hear that, but glad to know this is still alive!
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 3:51 pm

Soooo....To bring this thread back to life I've gone ahead and finally released V.1.3. Sadly it's still a Beta and doesn't include jack for new content in comparison to what I had planned. To make a long story short I lost everything I was working on for the past few months and had to restart with beta V.1.2 about two weeks ago. Sorry everyone...again :whistling: . Anyways, I'm still working on this thing as much as humanly possible. If you want to see what I managed to get done in those two weeks head back over to the first post and check it out. I rushed pretty badly on this one and it most likely has a million or two bugs in it. If you find anything please let me know so I can fix it up for the next release. Currently only Tesnexus has the new version up. Planet Elderscrolls is going to take awhile.
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Tyrone Haywood
 
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Post » Sat May 28, 2011 5:52 am

Interesting project, really helps flesh out being a werewolf.(thought I would bump this since the mod has been updated today)
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Matt Fletcher
 
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Post » Sat May 28, 2011 12:11 pm

Please dont' let this mod die ! Keep up the good work !
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Marlo Stanfield
 
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Post » Sat May 28, 2011 12:16 pm

Thanks guys. This project is no where near dead. I'm already hard at work on Beta V.1.4 which is going to contain the biggest features I've ever had to handle in a Morrowind mod.
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Izzy Coleman
 
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Post » Sat May 28, 2011 2:26 am

Hey there! Glad to see you back!

Im downloading your new esp and gonna try to help you with bugs. This is the mod I always wanted to see finished and I hope you dont quit!

ps: keep backup files in a pen-drive or cd :P
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Carlitos Avila
 
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Post » Sat May 28, 2011 7:04 am

Hey Haine, long time no see. If you find anything wrong let me know and I'll jump right on it. In the meantime, does anyone have anymore ideas for features?
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Trevi
 
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