Creature Lore - Vampires, Werewolves and Werebears |
Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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2008.08.20 23:28 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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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 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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?
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2008.08.22 11:22 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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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)
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2008.08.22 12:19 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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.
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2008.08.22 12:30 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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First off, yay to us insomniacs
, 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
This bannana owns btw
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2008.08.22 12:58 |
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nick_op
Baron
Registration Date: 2008.05.02
Posts: 446
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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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2008.08.22 14:56 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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.
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2008.08.23 14:15 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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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?
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2008.08.23 19:46 |
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nick_op
Baron
Registration Date: 2008.05.02
Posts: 446
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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.
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2008.08.23 20:52 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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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?
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2008.08.24 05:45 |
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nick_op
Baron
Registration Date: 2008.05.02
Posts: 446
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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. |
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2008.08.24 11:26 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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. |
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2008.08.24 17:14 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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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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2008.08.24 21:56 |
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Coinneach
Knight
Registration Date: 2007.01.31
Posts: 77
Location: Alba
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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
__________________ Writer, Ideas, Concept
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2008.10.21 19:24 |
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