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Hello Everyone, I'm trying something new here, I wanted to share a test prop I modelled for Skyrim from scratch. It's based on a particularly spicy pinterest image I found of a buxom wench with massive juggs 😂 Introducing beer juggs with "liquidy" golden liquor and foam! This is just a proof of concept prop, it doesn't really have an esp right now but I did use CK to make it. Below, you can read a quick breakdown of how I made the prop and added SMP to it so it sort of looks like some form of liquid with physics, even though we know there's no real fluid sim in Skyrim (for now at least). Juggs.mp4 While I was modelling the prop itself, I first thought I should probably make it a weapon or a shield so the player can equip it on both their hands. Well, eventually I got to thinking that you really don't need things to be weapons for them to appear on the hand, since gloves exist (lol). However, since the glove [Slot 33] is almost always used, I decided to make the Beer Jugs a ring equipment [Slot 36] for the left hand and a forearm equipment [Slot 34] for the right. When modelling I decided to separate the glass, handle, foam and liquid so it's easier to texture and adjust individually. BeerGlass.mp4 The glass and handles are transparent and reflective. Also they are 100% weighted to the hand bone so they don't move with SMP. The foam and liquid are slightly glowing and they are weighted to custom SMP bones that move via xml file. That's the main idea behind the "liquid sim". Basically just using SMP physics to make the foam and liquid jiggle like other jiggly bits. Using one of Gunslicer's animations (with NIOPA to adjust the hands) you can see the SMP in action, which makes it look like the liquid is sort of sloshing around: Slosh.mp4 I think it turned out kinda cool, here's a short breakdown on what I did after modelling the prop and bringing it to outfit studio: Once I got all the textures hooked in nifskope and connected the Left Hand and Right Hand bones in Outfit studio, I tested it in game once to see if attached properly. Adding the custom bones: Weight painting the liquid: Weight painting the foam: It took a bit of testing in game to get it right and editing some SMP xml code. (I mostly copied my elf ears SMP file applied the same code logic) For anyone interested, here's a snippet of the code: Another cool idea I had for finishing it off was to add moving bubbles or foam to the beer so it looks more realistic. I did most of the work in nifskope by adding some controllers to the Liquor and Foam shader properties (mainly changing V offset which makes the texture move vertically) I made sure to texture the foam and liquor in a way where you couldn't see gaps when it was moving. Here are the yummy results: NudeJuggs.mp4 The last thing to do was to make a ground object mesh, so that if you drop the item outside your inventory, it's not just floating in the air. I basically followed this youtube guide from SunJeong that was pretty straight forward: The beer jug can now be picked up and rotated like any other skyrim prop or equipment box. Pickup.mp4 I decided to add a Skyrim logo on the glass just because I thought it looked kinda neat: And that's basically the breakdown on how to make a quick smp prop. (I didn't go through all the modelling and texturing steps which doesn't really have to do with Skyrim itself but using programs like blender, photoshop etc) I hope this was sort of interesting to read, I had quite a bit of fun making something from scratch. I think I'll make more blog posts in the future if I make any new props/equipment worth sharing. DanceQ.mp4 In the meantime I'm learning CK to make a mod for public release. It's probably going to be some un-lore friendly interior with all these un-lore friendly equipment and props included. Stay tuned if you're interested. Anyways, that's all for now. Thanks for reading.
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Been a while since the last update, and as such I'll keep it straight to the point. Unfortunately, I have to bring some bad news. Quite a bit of it actually. As some of you may know, Frostbrand is the team lead of CotW and is also the person in charge of the laying the foundations of the gameplay we plan on introducing. If you've been keeping tabs on the team's activities as well, you'll know that Frost has been struggling to juggle his attention between school, work, and Call of the Wild. Due to some unforeseen events, Frost has dropped his work on the project here to tend the pressing matters in his life. The Bad News What this means for the rest of the development team is that we're left without a team leader. For now I have assumed that role and the responsibilities that come with it. As mentioned before this also means that we're one person short in size and one script writer less in strength. The UI and framework itself has been placed on hold indefinitely until we can: A.) Find a person to replace Frost, or B.) Figure out how to continue that part of the mod on our own. Frostbrand's departure from the team has left some really big shoes to fill in. There is also no certainty that Frostbrand will be able to return to active duty in the future. The Future of CotW This ordeal has some unfortunate implications for the project as a whole. The very first thing we can say is that it has come to a complete stop in development. While we do have plans to continue on with Call of the Wild, we're not sure how long it's going to take to get the entire thing steaming forward again. It is with great sadness that I also must say that the playable alpha we had planned to release by the end of summer or early fall is certainly not going to happen anymore. We just don't have the manpower to have a playable version ready by then. None of us on the team have any experience working with UI scripts so it's going to be tough to create CotW as we had first envisioned it, as a lot of the features and functions relied on SkyUI widgets and the MCM menu it adds. Call of the Fans If you think you got what it takes to lend a helping hand to the currently team and are willing to devote some time into the project, don't hesitate to contact RangedPhoenix or myself via PM. We're always looking for talent to help us along the journey. The two primary skills we're seeking is quest-making and of course, experience in working with UI elements. Graphical artists are always welcomed as well. If you have any thoughts, ideas, concerns, comments, or are willing to help, feel free to leave a comment here. P.S. Also, I will be starting a new thread for CotW in the coming week since Frostbrand will no longer be able to update it as needed. Be on the look out for it!
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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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