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Today's update is going to be a relatively short entry in comparison to the rest, but packed full of important changes. There has been more talk among the team regarding the Primal Magic subschools, this is where the bulk of the changes and attention are going to be at for the next week or so until we can get these critical details ironed out. The Subschools Strike Back! After another session of discussion, the team managed to nail a few more things down in regards to how the much-debated topic of Primal Magic subschools should be handled. In the end, we decided to condense the previous four subschools of magic into three instead. We liked the idea of separating the new spells and abilities by type, so we just couldn't do away with the subschools as we had previously wanted to. However, the functions of the Ferocity line have been changed significantly. In the same manner, the Allure line has been merged into Growth because many of their spells and abilities overlapped. The Decay line has been renamed to Wrath and changed in function moderately. Growth The Growth subschool has changed quite a bit in terms of role. Before, the Growth line focused on keeping the player alive primarily by means of healing and a handful of spells/abilities which merely hampered or slowed down enemies. With the Allure line merged into it, the player will have the ability to call upon spells and abilities which may also seduce or incapacitate foes temporarily. In addition, you will also have access to spells which improve your magical and/or elemental resistances to enhance the player's overall survivability. Most of the spells will be plant-based, meaning they'll derive their power directly from the trees and vegetation around the player character. While there might be some offensive spells, they will be typically less powerful than the wrath line. Ferocity Ferocity has changed significantly. Originally, this line was the bread and butter of any self-respecting Primal Magic user (and to some extent, it still might be), emphasizing damaging spells and damage enhancement. Now however, the Ferocity subschool will be responsible for handling all of the player's shapeshifting abilities and combat enhancements. The player will be able to temporarily take on the form of several types of animals to fill in certain roles during melee combat. For example, transforming into a bear will grant the player a damage resistance boost and health; the tanking archetype. Saber tiger form will improve the player's melee damage and attack speed during combat; the damage dealer archetype. Wolf form will make the player faster, see in the dark, and other unique attacks; the traveller/jack-of-all-trades achetype. Ideally, this form could be used for travel or as a means to ambush enemies. It was worth mentioning that these shapeshifting abilities will likely not come in the form of spells, but rather abilities bound to your shout toggle. You will be able to hop in and out of them at will. The longer you remain in animal form, the more your primal urges bar increases. To really get the most out of them, you will need to invest heavily in the ferocity tree, otherwise you will find your urges bar maxing to quickly. Wrath The new damage-oriented line will be the Wrath school. This particular specialization favors high damage spells in combination with crippling or disabling spells. These spells will be elemental-based, meaning they will use elements such as water, earth, or air to inflict wounds onto their target. Wrath spells will consist of things like thunderstorms, tidal waves, rock entombment, and other similar elemental attacks. In a sense, this line will serve a similar role to what you can expect from the destruction school of magic, except that it might be more powerful given the arousal cost they may have attached. The spells will all be distinctly unique from what already exists of course. The Three Sages As we touched on last time, we made mention of the handful of wise and very powerful sages; the masters of Primal Magic. Unlike we planned before, there will only be three of these sages scattered throughout Skyrim rather than trainer and an entire tribe. Each of these sages will be the master of a certain subschool of Primal Magic. They will offer to teach and train the player in their respective field of expertise in exchange for completing tasks or doing "favors" for them. All three of them will be extremely reclusive, and hesitant to take in the player as an apprentice at first. Fortunately for you, they'll eventually come to trust and warm up to you after completing some initial tasks and behaving in the way they expect you to. Through serving them you will also complete an overall plot quest. Due to how few primal magic users exist in the world, they will no longer tie into the foresworn. Instead, primal magic will be a force that has always existed, but so rare that few know of it. Now with the lore direction out of the way, let's look at these sages in detail now: (Please note that we don't have any names for these characters... yet) The Ferocity Sage Name: ? Race: Nord (?)* Sex: Female Personality: Aggressive, dominant This Sage is a particularly fiery one, as her name hints. She'll be the most aggressive, ill-tempered, and rude. She will likely be first to attack and slaughter an encampment of settlers creeping close to her forest, rather than to even bother asking questions. This sage will spend most of her time shapeshifted and hiding in her forest, stalking prey. When she is not out mauling poor travelers or some sob for trespassing into her territory, she will likely be found in her hideout somewhere in The Pale, the northern part of Skyrim which is covered in permafrost and fresh snow. Sex will almost always be rough with her and she will be the only one on top. Her expectations from her apprentices are very high and she loves to dominate and command her apprentice, whom she sees more like a minion and less as a student. Bestiality can be expected from her. This Sage will have the appearance of an amazon. Tall, strong, and a well-built physique like a true warrior. *We're unsure on whether to use Nord or Redguard for this sage. The Growth Sage Name: ? Race: Bosmer Sex: Female Personality: Passive, laid back, lustful The Growth Sage will be the most laid back and peaceful of the three. She will live in secrecy somewhere in the warmer southern regions of Skyrim. What is the most notable from this Sage is the fact that she has an extremely high libido. If she isn't found pleasing herself, she'll surely be found having someone or something do it for her instead. She will routinely ask the player (or even seduce at times) for sex as part of their "training". Sometimes, she won't even bother hiding it and just have sex with the player for fun rather than for ritualistic purposes. Her style will emphasize foreplay and sensuality during intercourse. Unlike the Ferocity Sage, the Growth Sage is the slowest to react and prefers to let someone else deal with a problem unless it becomes severe enough to warrant her immediate attention. Speaking with her will always be a pleasure (pun intended), as her dialogue will be full of sexual innuendo and very flirty in nature. This Sage's appearance will favor a seductive slender build, soft skin, large breasts, and radiant beauty in general. The Wrath Sage Name: ? Race: Breton Sex: Male Personality: Authoritative, demanding, judgmental Of the two other Sages, the Wrath Sage will be the most focused and wisest. This guy means business and will not put up with an apprentice's bullshit or cockiness. He will demand respect from the player character for their apprenticeship to work. At first, he will expect the player to be submissive, subservient, and tend to his desires (blowjobs, quickies, etc). He will also be the one in control during sex. Above everything else though, the Wrath Sage is a fair person who can appreciate power that isn't his own and eventually come to treat you as an equal after earning his trust and respect. He is very observant, tactical, and cunning. However, when he passes judgment, it will always be final. The Wrath Sage will be a strong, handsome man, but will also emit an aura of command and attention by his confident nature. Just because you live in the wilds doesn't mean you can't have civility. A Creator Is You! Fans, here's your time to shine! We're currently looking for character submissions which will become the personality for the Growth and Wrath sages. In order to make a submission, your character must meet certain criteria. The guidelines go as follows: Common Guidelines Ideally, we prefer that you use Navetsea's skin textures, Mature skin textures, SG Textures, or Real Girls textures. We encourage the use of cosmetic enhancement mods such as RaceMenu or ECE. No barbie dolls, anime characters, or celebrity look-alikes please. All character submissions must have the following pictures: front full-body, side full-body, back full-body, face close-up, face profile. Anything else is up to you so feel free to get creative on a couple of them. We prefer portraits, but full-body pics are also welcomed. Just be sure to include one or two good close-ups of the face. The use of ENBs and/or lighting overhauls are highly encouraged, but please, no photoshopped pics. Ferocity Sage Must be Nord or Redguard. Keep the makeup to a minimum on this sage. She is a warrior, not a beauty pageant contestant. Light eyeliner, eyeshadow, and lip tint is fine however. Darker colors are preferred if using tints. May have a "butch" look, but be sure to keep her mostly feminine. Hair is preferred to be kept short or in a bun/ponytail. Must be kept to shoulder-length at most. Growth Sage Must be Bosmer. Must be made using Ethereal Elven Overhaul. No exceptions. There is no limit on how much makeup this character can have. But once again, no barbie dolls please. Gentle facial features are preferred, but face can be of any shape. Wrath Sage Must be Breton. Must be male. We prefer that all submissions use Geonox's hi-rez facial normal maps. Ideally, we would like this sage to look young (mid 20s to mid 30s) and have a "I-can-kill-you-by-fucking-looking-at-you" appearance, yet have gentle facial features. May be slightly feminine-looking, but prefer a masculine appearance. Hair may be short or long. If there are any questions regarding the guidelines, please feel free to leave them as a comment on this entry. Otherwise, happy character-making! We anxiously await your submissions! The selected character models will be announced in an upcoming entry. p.s. no shinies 4 u today!
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Entry 3 - Burning Questions, Feedback Review, & Talking Chipmunks
Deep Red posted a blog entry in Call of the Wild - Dev Blog
Sorry to keep anyone who may be interested in Call of the Wild waiting anxiously for another entry. It's been a really hectic past 2 weeks and the team, including me, haven't had a whole lot of time to do as much as we would like to unfortunately. Hopefully, this long ass entry will make up for the lack of updates in the past month. On the flip side, Frostbrand and I did manage to iron out a great deal of details regarding the quest progression, piercings & equipment, Frostfall compatibility, shapeshifting abilities, reworked some spells, and touched up on the capstone abilities. After carefully reviewing all the good feedback you guys have been leaving and taking into consideration the possible benefits & drawbacks of our choice, we have come to a decision in regards to quest progression. As with any major decision, it didn't come without heavy debate and a comprehensive plan. Naturally, there's bad news but also good news to go with it. The Bad News Foreword To start off, we're going to dive head first into the bad news. (because I know you like good news so much ) If you have kept up with Call of the Wild's development from the very beginning, you'll know that we originally planned for the new sexual spells to be based off "subschools" of magicka. Each subschool was to be derived from a vanilla school (destruction, alteration, illusion, etc), keeping its "flavor" but adding a twist to it. A twist like... oh, I don't know... SEX. Without stating what is already obvious, we'll cut to the chase. Perks, Magick Subschools & Perk Trees The Allure, Decay, Ferocity, and Growth subschools of magic will likely be scrapped in favor of a more centralized MCM perk tree. The reasoning behind this was that modifying or even overhauling perk trees would cause an assload of incompatibility issues for players who use mods like SkyRe or similar mods. It would be unfair to force players to uninstall such a popular mod for the sake of being able to use CotW. The drawback to this is that we will likely have to cut down on the number of perks we had originally thought there would be. Reworking perks and perk trees isn't very fun at all, at least not for us. Forcing the player to spend those hard-earned (assuming you don't cheat!) perk points on what might probably be overpowered/underpowered perks doesn't seem like a very appealing idea for anyone either. What this means is that we'll have to rethink our approach and go the MCM menu route instead. We're aware that some of you might not like nor use SkyUI, but we feel the functionality this menu grants is too valuable to pass up. Quest Progression Now comes the part you've all been dreading. After a great deal of consideration and discussion with Frostbrand, we've come to the conclusion that there will be a need for interaction with other sentient beings in order for quests to move forward. Even though a great deal of you preferred to keep human contact to a minimum, if at all, there will be plenty of opportunity to play as the reclusive druid. Visiting the Thornwood Covenant tribe village will most likely be kept optional to an extent. The vast majority of quest progression will be done outside of the village, on your own, and well within mother nature's domain. You will seldom be required to interact with someone outside of the tribe, but you will frequently be interacting with nature's beasts and possibly doing radiant quests such as protecting the Skyrim's forests from encroachment by people. The Good News Foreword We're aware that to some of you, this may not necessarily be good news at all. Please keep in mind that almost every decision we make is based off or influenced through your feedback and we don't take each lightly. Unfortunately, there are some aspects of Call of the Wild which you might not have a say over because this is the way we as a team envision the end product. Anywho, on to the good news! Subschools of Magick, Perk Trees, and You As mentioned before, the new perks and abilities unique to CotW will come in the form of a MCM menu skill tree. Unlike the default skills system already in-game, these new perks and abilities will not cost you a single hard-earned perk point. Instead, you'll be earning some form of "XP", leveling these unique skills, and spending special points on the new perks. For now, we'll unofficially call these new "points" Primal Points, for a lack of better term. The new skill system will imitate the way S3 handles it's Slaver skill, but with a menu to facilitate Primal Point distribution, progress tracking, perk planning, and even to unperk from any given branch of the Primal Magic perk tree. The upside to the centralized perk tree is that it will keep the confusion of having several new skill sets to a minimum and will ultimately make the new perk system a whole lot cleaner and user friendly while remaining complex enough to keep the player engaged. As Frostbrand and I continue to discuss perks and abilities, we'll make a final decision on whether we should keep or completely do away with the originally planned subschools of magic in CotW. Remember, nothing at this point is written in stone and is prone to constant change. Quest Progression When touching on the quest progression topic, this was a lengthy and difficult debate. Personally, I favored a progression system where the player can keep human (or elven) contact to an absolute minimum and the quests themselves would focus on the player interacting with their environment, creatures, deities, and the likes. Ideally, the player would only ever need to come in contact with other sentient beings is to either have sex with them or to pry something from their dead fingers. Unfortunately, that will not be possible for several reasons. The first being that creatures in Skyrim are generally very dull and lack animations aside from the basic movement and attack animations. While there are bestiality animations, there is only a handful of them compared to the relatively large collection of animations for humanoids. The second reason is that it limits what we can do with the plot of quests. While CotW is primarily a sex mod, we also have great plans for creating an expansive arc of content-rich quests, which will ultimately form a story for players to enjoy. The way we see it, there is only so much you can do with creatures in the way of plot devices to keep the quests interesting and engaging enough to want to actually do them. This is where the Thornwood Covenant will step in and save the day. However, this isn't to say that you will be forced to follow around and serve a bunch of loonies living out in a garden of weeds. There will still be plenty of opportunity to lean away from your tribe and its people to do some of your own discovering and progression. Interacting with your tribe will be largely optional, with the exception of a few critical features of CotW such as learning your first Primal Magic spells, getting your first tattoos inked on, tribal orgies, and for "orientation" on your new abilities as a member of the Thornwood Covenant. After the initial stages of CotW's questing, you'll be set free and allowed to do your own thing. A good portion of the quests will progress on the periodic interactions with four wise and powerful sages, which will be hidden and scattered across Skyrim living in solitude (not the city! @_@). The plan originally was to have each of these sages be a master of a single subschool of Primal Magic (Allure, Ferocity, etc). The higher level spells and capstone abilities will all be learned from these sages once you have progressed enough through the quest arc where you will need to reach out and find them in order to advance your training. The quests from the sages would be a variety of things such as acquiring an ancient forbidden tome, collecting rare ingredients (ingredients unique to CotW) from dangerous locations, performing sexual favors for them, slaying Forsworn trying to expand into your forest, amongst many other things. Doing these smaller, meaningless tasks will eventually earn you their respect and begin to trust you with more important things. At each stage, they will offer to teach you a new spell or capstone ability, ink you with another tattoo, or teach you a new ritual which you can perform on your own later. We may or may not include interaction with creatures like spriggans or wisp mothers at this point, but there will be ample opportunity of bestiality. Man Overboard! As many of you have probably noticed, RangedPhoenix is now on a hiatus, which means he'll probably not be involved with CotW's development. He has stated in his own blog that he'll also be shelving the mod he was working on independent of CotW. Hopefully he will return in the future. You can read the details about it on his blog here on LL. Moar Shinies from Johnny's Vault! And the part of the entry that you've all been waiting for is here! Here are some more screenies and pics of stuff I've been doing for Call of the Wild. Some of these are actually pretty old, but decided to show you guys anyway for hell of it. Again, none of these pics represent what will be in the game or how they will appear in-game once CotW is released. As always, everything beyond this point is NSFW! A set of older pics of labia piercing concepts. Largely intact still, but without the Ankh. New bone piercings for the nipples! A revised version of the older labia piercings. Got rid of the dangling bits, thought they were too much.. still not satisfied though. This is an alpha version of an early perks concept I put together a while ago. Needless to say, after deciding to scrap perk tree overhauls, this is largely irrelevant now. It's still a nice concept though. The perks would automatically turn into penalties upon equipping a piece of armor or clothing, and revert back into a boost when taken off. Fully functional, but somewhat inconvenient to the player since you had to spend perk points. It was also unbalanced and could become extremely crippling, or stupidly overpowered at times. Bonus Pics! While on the subject of mother nature, here's what the spriggans thought about being made less important within CotW. Fair word of warning, these have nothing to do with CotW nor its development!- 2 comments
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Entry 2 - Storytime: Trees, Forsworn, and Murder
Deep Red posted a blog entry in Call of the Wild - Dev Blog
One of the biggest things we've yet to nail down is quest progression. Since Call of the Wild will have a good share of quests, it is also an important decision to make. While CotW will have a feature to simply skip the quests and all the stuff which comes between learning new spells, abilities, crafting recipes, rituals, and getting tattoos inked on, questing will likely be the only way to obtain and unlock the new features the mod will offer if you play CotW the way it was intended to. But unfortunately, this is where the problems begin. Forsworn: Friend or foe? The Forsworn Dilemma At first glance, it seems pretty obvious that something has to drive the quest progression. Well, at least for those of us who care about it. It is deceptively difficult to address that issue however. The forsworn are the closest thing to a druidic tribe as Skyrim's lore provides. Now if we were in Valenwood or High Rock, it'd be a no-brainer as there is plenty possibility in both provinces of Tamriel. Let's face it, the Forsworn are too busy worshiping blood-covered statues and sacrificing puppies to care about nature and its powerful ancient magicks. They'd be even less interested in performing a ritual which doesn't include carving up some poor random sob to offer his innards to some non-existent deity. The current Forsworn are simply too violent for the purposes we need them for. Whilst having a chat with Frostbrand a while back, we can to an alternate solution: create a splinter branch of the Forsworn. This may seem a little far-fetched, but it's the best option for keeping Call of the Wild as lore-friendly as possible. The plan calls for a group of Forsworn to reject the beliefs, teachings, and way of life from their other brethren. The argument here would be that they feel their brothers and sisters have strayed too far from their free roots and twisted the old ways of the Forsworn. The mainstream tribes preferred to twist the magicks granted to them and corrupt themselves with poisonous behaviors such as revenge, spite, and wrath, forming the freaks of nature we know as hagravens. Failing to convince their fellow tribesmen, they instead break away from them and found their own tribe which embraces a harmonious coexistence with mother nature and chose to preserve the ways of the old. These guys will be known as the Thornwood Covenant. This is where the player comes in. Much like the Thornwood Covenant, except they like killing people... a lot. Arson, Murder, & Jaywalking While minding their own business, hacking away at a revered tree or burning spriggans to a crisp, the player is approached by a member of the Thornwood Covenant who is alarmed to find him/her defiling their sacred woods. The player is confronted by the tribesman and promptly accused of being a member of the Forsworn. Much to the player's dismay, they realize that there is no way of reasoning with the angry tribesman. Here they are presented with the illusion of a choice: You can either try to run away, get shot with an arrow dipped in a paralytic poison, and brought before the shaman. You can try to talk your way out, get hit with a spell that makes you incredibly horny, and brought before the shaman. You can agree to speak with the shaman, but get clubbed over the head anyway, and brought before the shaman. Regardless of your choice, as you can see, you'll be having a little chat with their shaman. Once you're brought to him (or her, we haven't decided), you'll be forced to answer for your "crimes" which include desecration of a sacred forest, trespassing into Thornwood territory, and.. wearing clothing. Ideally, I want this part to become a little more dynamic. The shaman's reactions would differ depending on the character's race, gender, the type of gear they're wearing, and perhaps even the factions they belong to (stormcloak army, imperial legion, college of winterhold, thieves' guild, etc.). Naturally, the shaman would be more receptive and friendlier with a Bosmer or Breton player, and more aggressive toward a Nord or Imperial player. Khajiit, Argonians, Redguards, Dunmer, Orsimer, and Altmer character would fall in the gray area somewhere. I'm not quite sure if or how custom races would be supported for this particular part for obvious reasons. Best guess is that there will be a generic reaction in place for these situations. Carrying heavy armor and a two-handed weapon will yield a more apprehensive tribe shaman, where as carrying light armor and a bow or dagger might only cause suspicion. The player's gender is the area where I am a bit iffy on. Since we're aiming to integrate both sexes equally into CotW, we'll have to be careful where we go with this. Thankfully nothing is set in stone at this point though. These guys will fuck your day UP! Kill Trees, Meet New Friends! Anywho, after explaining yourself to their leader, you will be absolved of all your "crimes" except one: wearing clothing. The Thornwood Covenant fiercely adhere to their ancient traditions and customs. Wearing clothes within their land is considered a grave offense, as they had sworn away with clothing long ago. The reason for that being is that they believe that proper worship of the forests' spirits can only be done when a person has become one with nature. This means that said person must be in their purest form, which is the same way they were brought into the world: stark naked. Our valiant Dragonborn hero will be faced with a critical decision from here. You'll either choose to do fulfill a dying tribeman's last rite and fuck an old coot if you're female, or an old crone if you're male. Alternatively, you can refuse to do as they ask. Choosing to comply with their demand will absolve your last crime and clear your name. Furthermore, you'll be setting the foundation down to join the Thornwood Covenant later. Refusing to grant the dying tribe member their last rite will cause the tribe leader to exile you. Being exiled from their settlement isn't the end, however. You can still choose to return at a later time and redeem yourself. After being given the boot from the Thornwood Covenant, you will be contacted by the Forsworn and offered to join them instead. These guys will differ from the rest of the Forsworn in the sense that they're more obsessed with Primal Magic than their mainstream counterparts. They're trying to do the exact opposite that the Thornwood Covenant is. They focus on the darker subschools of Primal Magic, namely the Ferocity & Decay schools. They'll still require you to swear away clothing in order to join, as this Primal Magic is also closely tied with the worship of the old spirits. Forsworn in their natural state. Jooooin ussss! Both the Thornwood Covenant and Forsworn have their pros & cons. As mentioned before, the Forsworn will emphasize the Ferocity and Decay subschools of Primal Magic, which specializes in damage spells and placing hexes on opponents to wear out or control them. The Thornwood Covenant will focus on the Growth and Allure subschools, which excel at boosting, healing, and manipulation of opponents' sexual urges as a means to reduce their combat effectiveness or incapacitate them. There is a middle ground between both factions when it comes to the special conjuration spells they utilize. Forsworn conjuration spells summon powerful demons or daedra and subjugate the spirits of the dead, forcing them to fight for the caster, whereas the Thornwood Covenant call upon the spirits of their ancestors or wild beasts to aid them in battle. The beauty of primal magic's lore is that it requires a balance of the four subschools in order to function correctly. Choosing to focus too much on a single subschool can cause the deities of the forest to lose their favor or even right out abandon you. Both factions have different ways of releasing the accumulated primal energy as well. Thornwood tribesmen will either have consensual sex or perform a ritual of sexual or erotic nature. Forsworn tribesmen will engage in brutal rape, sadomasochistic sex, or perform demonic rituals involving sacrifices (which are also of sexual or erotic nature). These methods of release will become vital, as going without releasing stored primal energy can be detrimental to your health and could lead to death if held in long enough. A Rigged Election Now, if you've been wondering what the poll is all about, then let me explain a bit more. Call of the Wild is going to include new perks, at very worst it will overhaul the existing ones. Since creating entirely new perk trees is impossible, we're starting to explore alternative methods to add new perks while being minimally intrusive on what already exists. Ideally, we can get something like a MCM-based perk tree in which players will spend earned XP points on new perks via the MCM menu. This is what was being explored prior to Frostbrand's kidna - I mean, before he returned to school for the next semester. Since that is a league out of my department, I don't know the exact details of what is going to happen with that. While it is an extremely attractive alternative to simply redoing perk trees, we still have to consider the possibility of having to butcher at least one to get the perks we need in the game. From my own experience, the Alteration tree was the one I never used. Not once did I drop a single perk point into that tree. There was just no incentive for doing so. Sure, the armor spells were nice and all, but it was a BITCH having to keep switching spells during combat to cast or refresh stoneflesh or ebonyflesh. It was a hell of a lot easier to just wear light armor and enchant it with magicka regeneration effects or cost reduction enchantments. This makes the alteration perk tree a prime candidate for the cutting block in my book. Also, I (we) am concerned that we might be taking the quest progression in the wrong direction. We've gotten mixed feedback from this and would like to get your thoughts on it. Although there will be the option to skip the quests and get all the neat features, spells, and abilities at the press of a button, there are those who still enjoy a good tale and immersion. What do you guys think?- 10 comments
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In an effort to keep the clutter on the official thread to a minimum, I've decided to start a blog to post development updates in and leave the thread to discussion about the actual upcoming mod. The best part about this is that we're free to make as big a mess as we want and not have to worry about cleaning up (hurray!). Anyway, down to business, shall we? Let's start off with some news.. let's start with the bad news first because they suck. The Bad News As most of you already know, in the past following weeks the team has been preoccupied with their own projects. Unfortunately, Frostbrand is currently swimming in enough work to sink an aircraft carrier, and thus no progress has been made on the core of the mod such as the perks, the UI he's been working on, or the spells we've been coming up with. Rangedphoenix has been focusing on working on his own mod and been making some significant changes to it. However, without Frost, there really isn't much any of us could do as he's the one leading the team currently. I myself have been busy irl as well, but things have calmed down a bit for the time being and a bit more time to work on the art assets more consistently. I will continue to do so until something changes within the development team or irl. As it stands, Frost isn't scheduled to return to active duty until early to mid spring. For the time being I will likely the only one working on Call of the Wild until then. Things will be moving at a crawl for a while. The Good News Before Frostbrand took off, we spoke about the art assets and what we would like to see in Call of the Wild. We both have a pretty good picture in terms of what we want the jewelry and piercings to look like. Making it happen is another story, but more on that later. Frost also designed a good deal of the new exciting spells and abilities we'll be seeing in-game. Some of them will be sexual in nature, but most will not as we need to keep gameplay functional during combat because... well, somehow masturbating in the middle of combat doesn't quite seem like a very good idea. Right? Spells in Call of the Wild will mostly revolve around debuffing your opponents by means aging them (draining/absorbing their stamina), enhancing your sex appeal temporarily to reduce their combat effectiveness (seducing/mind controlling), limiting their mobility (sprouting plant growth and holding them in place or slowing them down), or turning them into sex-deprived zombies whom are too horny to continue fighting. There will be some spells which cause direct damage in the same sense as the Destruction school of magic, but the main focus of Call of the Wild is to supplement the five basic schools of magic in Skyrim. Chances are we'll probably be overhauling these schools as well to bring them up on par with the new subschools. The Future of CotW Until Frostbrand is returned to us from the evils of responsibility and academia, things will slow down, but continue moving forward nonetheless. As is stands, there is no planned release date but my best guess is that we'll have something by at latest the end of summer for everyone to play with while they wait for the rest of the mod to come out of the oven. My primary goal right now is to finish the first set of jewelry for the Ferocity subschool of magic, which emphasizes damage spells and combat skills (one handed, two handed, etc). After that's complete, chances are I'll probably dive into the first set for the Allure subschool, which focuses will likely be a hybrid of the Restoration and Illusion schools of magic but with a twist. I'll also be working on new tattoos exclusive to Call of the Wild. These will be built from scratch, as I had planned to do with my Tribal Body Tattoos mod I released a while back here on LL. Following in its footsteps, they'll be full-body tattoos with a modular build and will also be of tribal design. Q&A Session "But, but... Johnny, why do tattoos have to be tribal? Why can't they be something else as well?" Ah, such a fine question you have there! I'm making them that way because I feel they would be the most appropriate style given the druidic theme and lore of CotW. Another reason is simply because I like that particular art style. I may include something non-tribal, but that will likely be kept to a minimum. Within CotW's lore, there will also be a good reason, but we'll talk more about that on the next entry though. "Johnny, Johnny! Will there be bestiality support after all?" Frostbrand and I have spoken some over this. The short answer is yes. The long answer is yes, but to an extent. There will be only contextual bestiality, meaning that only if the lore calls upon it. For example, some of the rituals you'll be able to perform will require exotic ingredients.. and by exotic, I mean bear semen or even better, DRAGON semen (exciting, isn't it?). While you could theoretically extract it from their corpses, where would the fun be in that? "Oohhh shinies! Can you release some of the jewelry that's currently being worked on? Pweeeeaaase, Johnny?" Chances are that I might, but I want to release an entire set for completion's sake if I do. Once the first version of CotW's alpha is out though, they will no longer be availble as a separate plugin. The goodies I'm working on were meant to be exclusive to Call of the Wild. "Hey Johnny, doesn't that ____ belong to the ____ mod?" Yes. Some of you may be aware that we'll be using resources from other mods out there. I have secured permissions from several mod authors to use their meshes and/or textures in CotW. However, I'll eventually be replacing most of the art assets with completely new ones made from scratch as my knowledge of 3ds Max improves and allows me to do more of. There are a few things I've been trying to get permissions to, but have not been able to either find or contact the author. The Shinies! And finally, the section some of you have been eager to see: the shiny new pics of stuff to come. Please keep in mind that some of these meshes don't have a proper texture yet. Some of them still have skinning issues, so you may notice that it clips with the body a bit and whatnot. Others may be the pictures of stuff which is still in the pipelines and are still raw, clunky, distorted, and more than likely not going to look the same when it's done. Also, the stuff in the pics are modeled for the 7B Bombshell body. Eventually I'll adapt them for UNP & UNPB though. If you're an author and you see something from your mod in any of these pics and don't approve of this. Let me know and I'll take it down. No questions asked. So without further ado...! Note: Everything beyond this point is NSFW!! These are a few prototypes of the Ferocity navel piercings, nipple ring, and new armbands. The armband is really just a modified version of the Angelika necklace. Last pic is something I've been working on lately. Tracy is uh... testing the male Ferocity cock piercings and cock tattoo. Not really sure how penis tattoos will work but... yeah. Modified the Angelika necklace (again) to fashion some anklets. Also added a pinky toe ring to the bangle anklets set. (shown using Gizmodian's textures) Fashioned the bangles into a choker necklace. (also using Gizmodian's textures.)
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