This is basically a 'bundle' of ideas that have been floating around my head for a while now.
All of them are dedicated to improve or expand on the whole lycanthropy aspect of the game.
Some of those ideas are almost guaranteed to never be realized while others might have a good chance to spring to life some day in the future
What I hope to gain from this thread is of course your feed back on each idea:
- Whether you think an idea would indeed enrich the game or not.
- How an idea could be further improved or if there may be a simpler/easier way to achieve a similar result.
- Whether you think an idea is technically doable and how hard it would be to do it. (I'm a total noob when it comes to modding.)
Here is a general outline of the whole 'pack':
1. Character Kits
1.1 Ranger/Werebear Kit
1.2 Priest of Malar/Werewolf Kit
1.3 Rogue/Wererat Kit
2. Dialogue and storyline fixes
2.1 Creating/setting some kind of standard variable for the game to recognize lycanthropes.
2.2 Adjusting the whole Werewolf Island story line to make sense for lycanthropes.
2.3 Add additional dialogue options for lycanthropes to various (werewolf) encounters.
2.4 Add additional lycanthropy encounters, maybe a quest or tow.
3. NPC Mod
Turn Delainy (the woman from the werewolf island) into a join-able, possible romance-able npc.
So let's get started ...
1. Character Kits
This is obviously the easiest part and will most likely be realized.
I'm already using a Ranger/Werebear Kit in my game. The kit uses a single level scaling spell for the transformation. The spell has unlimited uses per day and the transformation lasts until canceled.
The kit obviously still needs some (or a lot of) balancing as well as a better (d&d compatible) 'flavor' text / kit description. (As well as a cool kit name for the record screen.)
What's important to me here is to make the were-form scale as much as possible with character stats (and partially with equipment) to avoid that unbalance the original shapeshifter druid kit has. (Overpowered at the start, underpowered at the end)
However, the most important thing I need in order to get a release ready version is to get an idea of what needs to be done in order to make a kit as compatible as possible with other mods and different game versions.
I know that shapeshifting spells have a long history of bugs and hard to overcome engine limitations. (If I remember correctly there were some major issues about magically created weapons always being dispelled.)
Now, ToBex seems to fix all or almost all of those problems. Flagging the spell as a 'none magical ability' solved all dispelling issues I had. What I need to find out right now is how my spells work on none ToBex games. (Or better say, how to make them work on none ToBex games, if possible.)
Of course there are a lot of other mods that need to considered as well and I would be very grateful for any input on the issue. (The only mod my kit is already compatible with is Divine Remix, which has a great guide on how to easily make a kit compatible)
Once all that is done, it should be relatively easy to adapt the shapeshifting spell for the other two kits..
I'm posting the current kit description of my kit to get some critique/input, but please keep in mind that this is work in progress and most of the kit description was just made up 'on the fly' and will certainly get reworked. (Especially that 'no true lycanthrope' part won't make it into any release version.)
As for the other two kits, I haven't yet spend too much time on fleshing out those ideas.
A priest of Malar kit is just something I'd really like to play some day. Other than the shapeshifting spells and the necessary balancing I'm not sure how much special spells/HLAs a priest kit really needs or should have. I'd really like to do some kind of 'Hunting Call' spell (working title) which would increase offensive abilities/melee combat at the cost of defense and maybe a chance to go berserk.
Other than that, maybe a 'Summon beasts of Malar' HLA.
The kit could also come with it's own class quest, possible organizing a 'High Hunt' and or 'Feast of Stags'.
As for the Wererat/Rogue kit, I haven't spend any real thought on that, I just think it would be a nice addition to the other kits. I'm not even sure whether a thief/wererat or a bard/wererat kit would be 'cooler'..
2. Dialogue and storyline fixes
Creating/setting some kind of standard variable for the game to recognize lycanthropes.
This really is the core idea of the whole pack. The idea is to simply add an additional spell to every lycanthropy kit, which sets a global variable at the beginning. This variable could then be used to recognize (even different kinds of) lycanthropes in dialogues and other scripts.
For example: The variable '#imalycant' would be used to determine whether a (main) character is a lycanthrope or not. #imalycant=0 means no lycanthrope, #imalycant>0 means he/she is a lycanthrope. Specific values could be used to determine which kind of lycanthrope the character is. (1= werewolf, 2=werebear, 3=wererat, 4=were...)
This system would allow future were-kit makers to have the game recognize their kits, as well as to add dialogue that recognizes lycanthropes. (Such a spell could also easily be added to already existing were-kits, assuming their creators wouldn't mind.)
Whit that done, part 2.2 to 2.4 would be next.
(Adjusting the whole Werewolf Island story line to make sense for lycanthropes.
Add additional dialogue options for lycanthropes to various (werewolf) encounters.
Add additional lycanthropy encounters, maybe a quest or tow.)
Whether I'll ever be able to pull this part off, I'm not too sure. Right now I have no idea about dialogues nor the modding skills needed to create a mod that changes them and even if I had, I'd still have to come up with some decent story/dialogue arc to alter the Werewolf Island story for lycanthropes.
Sadly I don't think I have (as in: I'm pretty sure I don't have) a talent for story telling and/or writing. That is also the reason why '3. Turning Delainy into a fully fleshed npc mod' will probably never happen. I just added that point because I always thought she had so much potential to be a party npc. But other than that I didn't spend much time thinking about how to pull it off or what story she would have to tell. (Other than being nicer than her fellow werewolves.)
I think that is all for now, I might add some additional ideas later, if some come to mind.
For now I'd really like to hear what you think about those ideas. Maybe once I'm done with this term's exams (for which I should be studying right now instead of writing this.. oh my god oh my god.. ) I'll have time to put some effort into this.
(Thanks for reading, I'm aware it is quite a long read )