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Deeza
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Registration Date: 2008.06.03
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Swords Creature Lore - Vampires, Werewolves and Werebears Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

These links have exhaustive information on the various clans of supernatural monsters the player could join in Daggerfall:

http://www.uesp.net/wiki/Daggerfall:Lycanthropy
http://www.uesp.net/wiki/Daggerfall:Vampirism

Of particular note are the names of the different bloodlines of vampires and the locations from which they operate.

Unfortunately it doesn't say anything about how to get cured of vampirism in the game, but it was possible to be cured of both vampirism and lycanthropy. Lycanthropy involved going to a witch's coven (Glenmoril, who showed up again in Bloodmoon) and summoning Hircine, then doing a job for him. It was also possible to get hold of the Ring of Hircine (which also showed up again in Bloodmoon).

This post has been edited 2 time(s), it was last edited by Braggi: 2008.08.26 03:26.

2008.08.20 23:28 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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Both of these items are classic TES, I agree. Now here is the hard question - in order to implement a werewolf/wereboar transformation and healing quest, how much scripting would be involved and can we actually add it to the mod?

One thing I find troublesome about the OB Construction Set is the inability to add new stock spell effects short of writing a script. Would we be forced to use OBSE (Oblivion Script Extender) to do it? I know that at least one mod, namely Silgrad Tower itself, does not support this. We may want to get a consensus from the other mods as well - i.e. are any of them using OBSE and why they do or don't before making a decision on this one.

To get back on topic though, I think the existing werewolf mod for OB is pretty nifty. :) If we could include a quest regarding lycanthropes for the player, it would certainly fit in nicely.

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2008.08.21 20:16 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Deeza
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If we could get permission from the people who made that mod, then a wereboar wouldn't be too hard to do. We could use the same script, slightly modified, and use most of the same mesh parts with a retex of the body (using the Vanilla Razorback body texture) and new meshes for the head and feet.

What do you think?
2008.08.22 11:22 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Tabber42
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Are you familiar to meshes? Cause it sounds pretty difficult to me.

Question; would you have the player able to catch the disease to change into a wereboar / werewolf as well? Because that would require a quest line that would end up changing you back as well. Would it be best to just have the player able to catch the one (of just include one of them even)?

Also, I have another question, any specific reason why wereboars were just in High Rock? Did Bethesda just decide not to keep em? Or was there some sort of idea behind this (I have not seen any lore so far to explain this)
2008.08.22 12:19 Tabber42 is offline Send an Email to Tabber42 Search for Posts by Tabber42 Add Tabber42 to your Buddy List Send a Private Message to Tabber42 View the MSN Profile for Tabber42
Deeza
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No, I'm afraid I can't do modeling (more's the pity, otherwise I'd already have started on the wereboar).

Would it not be possible to modify the boar head from the vanilla mesh (like they did with the vanilla dog head for the Werewolf?)

The only reason that I like the idea of wereboars in the game is that werewolves are a bit fantasy cliche, and this would mean we had something unique and different. But I'm fully aware we may have to cut it for lack of resources.

I believe that in the original, both types of lycanthropy could be cured in the same way, by the Glenmoril witches. It was the same questline.

In answer to your other question, Wereboars are only found in High Rock and Hammerfell, according to this book from TES2:
http://www.imperial-library.info/dfbooks...canthropy.shtml

According to the same document, there are werebears in the region bordering Skyrim (around Jahanna).

This post has been edited 1 time(s), it was last edited by Deeza: 2008.08.22 12:32.

2008.08.22 12:30 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Tabber42
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First off, yay to us insomniacs :D , Second thanks for the link

Yeah, it does sound cool, and if we can that'd be awesome. Yeah, werewolves are a bit of a fantasy cliche too, so it'd be a neat change. No idea how to get it set up though lol, or if we would have the resources. Guess we'll just have to wait and see Rocking Banana This bannana owns btw
2008.08.22 12:58 Tabber42 is offline Send an Email to Tabber42 Search for Posts by Tabber42 Add Tabber42 to your Buddy List Send a Private Message to Tabber42 View the MSN Profile for Tabber42
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Regarding implementation for lycanthropes, I'd recommend going a similar route as the wolf transform spell in xilverbulet's Midas Magick.

If I recall, it's set up as a ridable creature and the player is made invisible. It does not require OBSE, and because it uses the mount system it allows proper movement. He also managed to make it attack aswell.

The system allows completely unique animations as it's just a creature. The flexibility of the system is obvious, it would be silly not to use it. The only problem might be stopping the player from dismounting, though I imagine there's a way around that.

Once I finish up some of the projects I'm working on at the moment I might have the time to create the models and animations for such a system.
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Deeza
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Sounds like a really excellent idea you have there. It seems to me (and I'm nowhere near being an expert) that are far more possibilities for creature animations than if it's a retexed NPC, like the ones in the werewolf mod (it has the effect of making them look a bit stiff and upright, not hunched and almost on all fours like the ones in Bloodmoon, which as I recall was effectively a suit of armour).

There must be a way of stopping the player from dismounting - that wolf spell seems to work without it happening.
2008.08.23 14:15 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Tabber42
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And how would you cancel the spell if you cant get off it?

And it really wouldn't be a disease sort of thing if it's a spell, cause Lycanthropy is supposed to be every night, but a spell would kind of ruin that would it not?
2008.08.23 19:46 Tabber42 is offline Send an Email to Tabber42 Search for Posts by Tabber42 Add Tabber42 to your Buddy List Send a Private Message to Tabber42 View the MSN Profile for Tabber42
nick_op
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quote:
Originally posted by Tabber42
And how would you cancel the spell if you cant get off it?

And it really wouldn't be a disease sort of thing if it's a spell, cause Lycanthropy is supposed to be every night, but a spell would kind of ruin that would it not?

You're misunderstanding slightly. The idea isn't to have it implemented as a spell, but to use similar mechanics to the wolf transformation spell. Essentially, it would have the same effects as the spell, but would happen automatically at night, and would end automatically at day break.

The reason I mentioned the xilverbulet's wolf transoformation spell was because it demonstrates the best way to achieve the transformation effect.

Hope that clears things up. :)
2008.08.23 20:52 nick_op is offline Search for Posts by nick_op Add nick_op to your Buddy List Send a Private Message to nick_op
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Ooooh, okay. Yeah sorry hah, I'm horrible w/ the mechanical and stuff work. Yeah, that sounds like a good plan, once you get cured of wereboar or werewolf, would you be able to change to the other? And would you implement a ring of sorts to use after like in Morrowind?
2008.08.24 05:45 Tabber42 is offline Send an Email to Tabber42 Search for Posts by Tabber42 Add Tabber42 to your Buddy List Send a Private Message to Tabber42 View the MSN Profile for Tabber42
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I reckon that lycanthropy should be a one time thing like vampirism, once cured the player should be immune to any form of it.

I think that Hircine's ring should be implemented in the same way as it was in Daggerfall. For non-lycanthropes it would do nothing, for a lycanthrope it would block the transformation and allow them to transform whenever.
2008.08.24 11:26 nick_op is offline Search for Posts by nick_op Add nick_op to your Buddy List Send a Private Message to nick_op
Deeza
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I agree, once you're cured you should be immune to it.

The exact properties of the ring seem to vary whenever they put it into the game. As I recall in Daggerfall doesn't it also block the bloodlust effect where you have to kill an NPC each night?

I definitely think we should include the Ring - but we ought to check if Beyond Cyrodiil has plans to include it as well. We need to avoid having two rings in the game if somebody installs both mods.
2008.08.24 17:14 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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That opens up another can of worms right there - we have an old thread on artifact co-ordination and claims from the archives which can be found here:

http://www.silgradtower.net/Websites/HighRock/4729.htm

Our main problem is that we don't know which mods are using what after two years, so we'll need to see if anything is left over after all that time. I may need to poke into the Skyrim forum to see if they claimed Hircine's Ring after all...

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will you be implementing werebears as well as wereboars? If so, we have a pretty much free hand with lore. AFAIK, only werewolves and wereboars have been included in any game (outside books). It could be something we can build on, especially if the player is trying to confirm such creatures exist.

TESIV: David Attenborough :lmao:

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2008.10.21 19:24 Coinneach is offline Send an Email to Coinneach Search for Posts by Coinneach Add Coinneach to your Buddy List Send a Private Message to Coinneach View the MSN Profile for Coinneach
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Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Lore Discussions » Creature Lore - Vampires, Werewolves and Werebears