Werewolves?

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked

Should Tamriel Rebuilt have Werewolves?

Yeah, the more Werewolf things, the better
3
60%
It might, but I'm sick of them
1
20%
No, probably not, sadly
1
20%
No, probably not, it shouldn't have anyway
0
No votes
 
Total votes: 5

User avatar
Ocarina
Member
Posts: 10
Joined: Thu Nov 26, 2009 12:39 am

Werewolves?

Post by Ocarina »

Bloodmoon didn't give us enough Werewolf enemies or quests.
So I have to ask, will you guys put wild Werewolves from Bloodmoon in Tamriel Rebuilt and maybe Werewolf quests?

I've just been playing the Bloodmoon expansion a lot, I think it's great, but there should be more of it.



I don't know if this question has been asked before, I apologise if it has.
Giant expansions are always a good thing... are they not?
kolya99
Member
Posts: 63
Joined: Tue Jun 16, 2009 11:29 pm

Post by kolya99 »

The only reason that Werewolves were in Solstheim was becase the Daedra lord Hircine willed it to be so. Werewolves are rumored to be in a number of provinces through out Tamriel so the answer to your question is yes, they should and are.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

We do not have any quests for werewolves in TR, and won't add any in the future
I don't think we have any quests dealing with werewolves in TR, and may have 1 by the end of the project.
I don't believe we have any werewolves in TR, and we may have 1 or 2 by the end of the project.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
User avatar
Ocarina
Member
Posts: 10
Joined: Thu Nov 26, 2009 12:39 am

Post by Ocarina »

Fair enough, I also forgot to mention Wereboars, from Daggerfall.
Maybe they might be added as well...
Giant expansions are always a good thing... are they not?
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

nope, we don't mess with gameplay mechanics so any new were creatures are a guarenteed no.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
kolya99
Member
Posts: 63
Joined: Tue Jun 16, 2009 11:29 pm

Post by kolya99 »

wasnt there an argument some weeks before about werecrocodiles being put into the mod? I didnt read the thread to its fullest seeing how I thought it was a joke.
User avatar
Ocarina
Member
Posts: 10
Joined: Thu Nov 26, 2009 12:39 am

Post by Ocarina »

Makes sense,
but in your Stance section of FAQ's [url]http://tamriel-rebuilt.org/?p=faq&section=164903[/url], it does say you might add new races, as long as it's in the lore. If so, that's changing the mechanics, and is not that far off being the same as making another were creature...

Werecrocodile?..... okay...
Giant expansions are always a good thing... are they not?
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

It's not "changing the mechanics" as you can easily create a new Race in the Editor (just click Character, click Race, click New...) but creating a new werecreature would require a vast amount of scripting, if it is even possible to do something like that within the Morrowind scripting language. I'm no scripting guru so I don't think I could pull something like that off in a fashion that's up to TR's standards, but I reckon it could be done, especially by some of the guys who are actually on the project. Still, it'd take way too much time that is better spent on writing quests and stuff.

Also, the way Bethesda implemented the werewolves was essentially writing a bunch of new script functions (look for a list of new functions added by Bloodmoon) which is something outside of the scope of TR. Bethesda did it, because it's their game and they can do whatever the heck they want with it, but, even though this is (at least in my opinion) the greatest Morrowind mod ever, it's still a mod, not an expansion.
User avatar
Ocarina
Member
Posts: 10
Joined: Thu Nov 26, 2009 12:39 am

Post by Ocarina »

Really? I thought like making Races, you could just change the skin/model, the name and add some different skills to make a Werewolf into a Wereboar, oh well.

Couldn't you just edit the original Werewolf? I also recall a mod that some people made that was designed to let you play as a Werewolf without Bloodmoon, I think they made the Werewolves as an unplayable race and you could transform into the race at night.
Giant expansions are always a good thing... are they not?
User avatar
zacmanthedamned
Member
Posts: 25
Joined: Thu Nov 19, 2009 6:06 am
Location: Under your bed with a chainsaw

Post by zacmanthedamned »

The wereboar would have to have custom scripts-look at the races, they all adhere to the same basic shape-there are 2 settings: Beast, and Humanoid. Beast has a tail and waddles, humanoid walk like people. For something like a wereboar, you'd either have to make a guy with a pig face (heh, retexture an Orc....) and script in the transformation, and even then it might not look right, or do a crapload of scripting to make the player become a Quadroped and change everything about the way they move. A Werewolf actually uses the Argonian as a base (The Werewolf head & hair are argonian parts) so you'd need to create tons of new stuff and there's the globals so that the disease mutates after x ammount of days, then globals to check time... (and then there's the sounds)
[img]http://i668.photobucket.com/albums/vv45/zacman_2009/zac-sig2.jpg[/img]
Thrignar Fraxix wrote:We are talking about a world that is simultaneously flat, round, and a dragon. Sense is not necessarily a factor.
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

you mentioned wereboars with daggerfall, I assumed you meant for them to be in hammerfell.

We won't be adding anything like this in either mod. Doesn't matter how difficult it is.

Question answered, to prevent this from getting out of hand I am locking this.

Edit: I was ninja'd by zacmanthedamned, but that doesn't matter as he hasn't said anything relevant
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
Locked