Werecrocodile?

Old and generally outdated discussions, with the rare hidden gem.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

Moderators: Haplo, Lead Developers

Locked
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Werecrocodile?

Post by Tes96 »

Will the [url=http://www.uesp.net/wiki/Lore:Werecrocodile#Werecrocodile]werecrocodile[/url] be featured in southern Morrowind? I'm thinking the Argonian Jungle region below Deshaan would be the best, and probably only appropriate area, to place them.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
User avatar
Soul-Blighter
Member
Posts: 13
Joined: Sat Sep 20, 2014 2:24 pm
Location: The Netherworld

Re: Werecrocodile?

Post by Soul-Blighter »

Tes96 wrote:Will the [url=http://www.uesp.net/wiki/Lore:Werecrocodile#Werecrocodile]werecrocodile[/url] be featured in southern Morrowind? I'm thinking the Argonian Jungle region below Deshaan would be the best, and probably only appropriate area, to place them.
Hey! That's a great idea! I have some ideas to throw at you for that: Something like that should be in a back woods swampy village with maybe a series of grotesque murders that have been blamed on by an animal. You could make a whole quest line out of that!

After investigating, the murders continue maybe while the player is away. And then you go back to find the village even more mangled. You go to find maybe one villager left alive, go to question him/her, but all they say is, "IM... SO... HUNGRY!" or something like that, and then BAM! The were-crocodile attacks!

Im picturing something like a mix of a daedroth/argonian looking thing. Maybe more limber like a werewolf though.

Heck! You could even make a new disease out of that. Although I have no doubt that would take a lot of work.
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

Another member pointed out to me that "Werecreatures are difficult to represent because we can't accurately imitate the werewolf transformation and infection systems Bethesda used for Bloodmoon. I suppose a very gifted scripter could attempt to make a new functional werecreature, but that does not fall within the focus of this project".

I would love to see them in game but I'm not not clear on all the technical difficulties that go with implementing a wear creature. Perhaps with OpenMW in the next few years?
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
User avatar
Soul-Blighter
Member
Posts: 13
Joined: Sat Sep 20, 2014 2:24 pm
Location: The Netherworld

Post by Soul-Blighter »

Hmmm... That is a good point. However, perhaps there could be a way to "simulate" the transformation. It may not be entirely up to par with Bethesda's official one, but it may work for the time being until (as you suggested) the openmw is finished.

I came across this modmaker a while back named Cortex. He used remarkable scripts to allow the player to transform their animation into various creatures in the game. Please check it out if you wish: [url]http://mw.modhistory.com/download-37-1895[/url]

If you click on his name on the website you can find some pictures of the transformations if you would rather not try it out personally.

But what I may suggest is, after the werecrocodile's mesh and all that is implemented, perhaps we could try to use similar scripting to utilize it. Heck, maybe someone could even contact Cortex and ask for his help in this endeavor. Nothing to lose at this point except time anyway, am I right?
User avatar
Dragon32
Member
Posts: 111
Joined: Sun Apr 06, 2008 1:46 pm

Post by Dragon32 »

[url=http://mw.modhistory.com/download-53-12336]Werecrocs![/url] by Demon Xen. Only released as an alpha but shows that something would be possible.
User avatar
Soul-Blighter
Member
Posts: 13
Joined: Sat Sep 20, 2014 2:24 pm
Location: The Netherworld

Post by Soul-Blighter »

Dragon32 wrote:[url=http://mw.modhistory.com/download-53-12336]Werecrocs![/url] by Demon Xen. Only released as an alpha but shows that something would be possible.
A brilliant find, Dragon32! I didn't even think to look for one. But that is actually a top notch model for what it is too! You're right, with a model like that combined with a script similar to the one Cortex made... I say, this idea is very feasible and usable!
User avatar
Dragon32
Member
Posts: 111
Joined: Sun Apr 06, 2008 1:46 pm

Post by Dragon32 »

Pre-Bloodmoon werewolves were something that was introduced by [url=http://mw.modhistory.com/download-26-12372]Werewolves Episode I - The Forgotten Fear[/url] by McAsmod team.

Another potential source of inspiration.
User avatar
gro-Dhal
Lead Developer
Posts: 985
Joined: Sun Nov 05, 2006 4:32 pm
Location: A charter'd street

Post by gro-Dhal »

Not to piss on anyone's parade, but I don't think a werecrocodile is something we'd want to include without a solid reason. The werewolves had an entire expansion pack designed around them- they had a mythic storytelling role that tied in with the Daedra, the island of Solstheim etc. We would have to do at least as much for the werecrocodile, and make its story and function different enough from the werewolf that it seems worthwhile and not just a poor rehash.
Test
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

gro-Dhal wrote:Not to piss on anyone's parade, but I don't think a werecrocodile is something we'd want to include without a solid reason. The werewolves had an entire expansion pack designed around them- they had a mythic storytelling role that tied in with the Daedra, the island of Solstheim etc. We would have to do at least as much for the werecrocodile, and make its story and function different enough from the werewolf that it seems worthwhile and not just a poor rehash.
You make a valid point. And they can always be added in even after all of mainland Morrowind is finished.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
User avatar
Soul-Blighter
Member
Posts: 13
Joined: Sat Sep 20, 2014 2:24 pm
Location: The Netherworld

Post by Soul-Blighter »

gro-Dhal wrote:Not to piss on anyone's parade, but I don't think a werecrocodile is something we'd want to include without a solid reason. The werewolves had an entire expansion pack designed around them- they had a mythic storytelling role that tied in with the Daedra, the island of Solstheim etc. We would have to do at least as much for the werecrocodile, and make its story and function different enough from the werewolf that it seems worthwhile and not just a poor rehash.
gro-Dahl, In my honest opinion, this WOULD have solid reason backing it up. and it is story/lore based as well. I remember, while playing Daggerfall (first TES game I ever played) being very immersed in the books and lore. There was one book in particular that especially had me compelled. It was called:

"On Lycanthropy" [url]http://www.uesp.net/wiki/Lore:On_Lycanthropy[/url]

If you will notice were it references "werecrocodile", it clearly stated that they were found primarily in Blackmarsh AND southern Morrowind.

And I understand we'd have to tie it into the immersion and function of TR. But I really do believe this would add a whole new height of both of these qualities to the PC's experience of Morrowind. For example, Solstheim added the werewolves, a whole new level of excitement, adventure, and caution of the night time. And it made sense, due to it being on the border of Skyrim where such monstrosities would exist.

Likewise, this would add a whole new level of excitement, adventure , and caution to the rarely traveled southern tip of Morrowind. A whole new level of immersion. Storywise, I don't think it would be that hard to work out.

Strange murders along the less traveled border. Small time tribal villages, far away from the safe watch of populated cities, disappearing with strange circumstances. The PC investigates a series of quests to find evidence and becomes directly involved in the frightening experience. Then towards the end, an unexpected twist of introducing this ancient and mysterious lycanthrope to keep the PC on their feet.

That's just an outline idea. And obviously the details would require work. But it would add the same feelings of traveling to Solstheim for the first time to the TR project's southern border.

I understand I'm still sort of an "outlander" to this project. But I'm very much willing to directly involve and dedicate myself to helping with this story line any way I can, if would make it any easier for you. With your knowledgeable guidance and overseeing of it along the way of course, gro-Dahl.
User avatar
Dormichigan64
Developer
Posts: 173
Joined: Thu Dec 26, 2013 10:27 pm
Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)

Post by Dormichigan64 »

Though I am in with the idea, I have to admit that I think it would feel kind of "moddy". As in creating something that is inspired by a feature in the original game (or DLC).

That was my "political" side talking. Here's my other side: werecrocs would be amazing!
"When life gives you lemonade, make lemons. And life will be all like 'what??'" - Phil Dunphy's Phil's-osophy


(\_/)
(-.-)
(>_<)
Shhh, bunny be snoozing. lolcatz
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

Soul-Blighter, I was also discussing [url=http://provincecyrodiil.project-tamriel.com/viewtopic.php?f=11&p=15418#p15418]werelions[/url] for Province:Cyrodiil with Infragris and he made some good points about the work and conflicts that would possibly arise with multiple werecreatures. I would love to have them included and I'm sure in time they will be as they are mentioned in lore and I aim to stay as true to lore as possible for Morrowind's time period. But I'm thinking the best approach would be to wait until OpenMW/OpenCS have been developed for a while to where modders can do things they couldn't in the past, like modify hard-coded data. Believe me when I say that I want to see all werecreatures mentioned in the Lycanthropy book implemented into TESIII, but with our current resources it can only be done in a half-ass shitty way. It may be years before any of us see werecreatures in the province mods, but they'll get there eventually.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
User avatar
Soul-Blighter
Member
Posts: 13
Joined: Sat Sep 20, 2014 2:24 pm
Location: The Netherworld

Post by Soul-Blighter »

Tes96, ultimately, I know you are right in this, my friend. I guess, much like you, I am just caught up in the excitement of the idea of it. And regardless of how we look at it, I suppose it will have to come down to waiting either way then. It won't be the first good idea put on hold, nor the last. But a good idea nonetheless... :D
Ex
Member
Posts: 4
Joined: Mon May 05, 2014 8:10 pm

Post by Ex »

How about some kind of hostile creatures in southern Morrowind that have been mistaken for werecrocodiles in that text?

I imagine there's a need for hostile creatures in that area and this could be one of them. It also means there's no need to replicate the werewolf mechanic introduced by Bloodmoon that should be rightly unique.

I believe this is the best way to incorporate the text.
User avatar
greendogo
TR Tester
Posts: 264
Joined: Sat Mar 29, 2008 10:14 pm
Location: Land of Oz

Post by greendogo »

Werecrocs in the south and Werebears and Werewolves in the north would be nice.

This kind of modding will probably need to take advantage of OpenMW. I'm not sure it can be done in pure vanilla MW's engine.
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
Glisp
Member
Posts: 50
Joined: Thu Nov 01, 2012 4:52 pm

Post by Glisp »

There's a slight problem in the wandering werewolf script. I've played the Werecrocs mod and this and the mod it requires (werewolf clans of Vvardenfell by sabregirl) reveals a nasty bug. You see, sometimes werewolves will spawn weird. Like they'll spawn without arms and legs in daylight and behave like werewolves and humans. At night, you may encounter were wolves moving and using weapons like humans and in some cases wearing clothing.

You don't really see it as much in bloodmoon because of the whole "spawn chance = to level" thing but mods like the ones above make it more apparent. This issue may be why the spawn chance increase 1% per level was implemented.

and yes I know, I revived a dead topic. I felt what I had to offer was valuable to the conversation.
Locked