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Posted

Glad to know people are still enjoying it. I'm still toying around with various ways to refine the current escape system, but haven't hit anything solid yet. That's my main reason for not having any real updates these past weeks.

 

As for followers, yes, I want to figure something out to incorporate follower mods so that I, too, don't have to choose between followers that don't follow the vanilla rules and potential immersion breaking. I like Arissa. I like Sofia. I like Serana. However, they don't follow normal follower rules. It's something I have yet to learn how to effectively do.

 

As for mods like UFO and AFT, though, I don't believe I'll be tackling those, because I really don't care to have an army of followers.

Posted

Maybe if you decided to do a new animation for it or maybe have the spiders cacoon you in the wilderness you can make it like one of these.

attachicon.gifall_wrapped_up_by_dani1202-d515jlg.jpg

attachicon.gifmillianna_webbed_by_dani1202-d58cw5m.jpg

attachicon.gifCaught_in_the_Spider__s_Web_by_NovaStar84.jpg

those are nice, but the cocoons and anims all come from the ZazAnimPack, which Kazyn didn't make, maybe you should bring that up on that mod thread. not hard to find.

 

at any rate, I'm curious, what's up next on the list here Kazyn?

Posted

I have a issue, when I start this mod and I get entangled the webs will be full blue and once I get cocooned it sends me to the lair but I am on the ground and spazzing out with a full blue cocoon, any tips on how I can fix this issue?

Posted

I know the ZAP got an update and I haven't had the chance to test/accomodate the mod with it. I'll try and do some hopefully tomorrow and see just what happens. Either way, it sounds like you're missing the texture for the cocoon mesh(es).

Posted

I know the ZAP got an update and I haven't had the chance to test/accomodate the mod with it. I'll try and do some hopefully tomorrow and see just what happens. Either way, it sounds like you're missing the texture for the cocoon mesh(es).

Yep, silly me I ended up forgetting to download and install the textures and so far it seems most issues are fixed other then being hung upside down.

Posted

 

I know the ZAP got an update and I haven't had the chance to test/accomodate the mod with it. I'll try and do some hopefully tomorrow and see just what happens. Either way, it sounds like you're missing the texture for the cocoon mesh(es).

Yep, silly me I ended up forgetting to download and install the textures and so far it seems most issues are fixed other then being hung upside down.

 

 

That is not a bug, its intended that you are laying on the ground. Since the multiple lairs were implemented, it was really troublesome to pinpoint a safe spot to leave you hanging upside down. So the healthiest option was to leave you on the ground.

Posted

 

 

I know the ZAP got an update and I haven't had the chance to test/accomodate the mod with it. I'll try and do some hopefully tomorrow and see just what happens. Either way, it sounds like you're missing the texture for the cocoon mesh(es).

Yep, silly me I ended up forgetting to download and install the textures and so far it seems most issues are fixed other then being hung upside down.

 

 

That is not a bug, its intended that you are laying on the ground. Since the multiple lairs were implemented, it was really troublesome to pinpoint a safe spot to leave you hanging upside down. So the healthiest option was to leave you on the ground.

 

Ah okay thank you for the information.

Posted

I think the new ZAP update may have broken Arachnophobia for me. It's not appearing in MCM and when I get cocooned, I just lie there, and it no longer transitions to the spider nest like it used too.

 

EDIT: My issue appears to have mysteriously resolved itself.

Posted (edited)

So, stupid/newbish question. Everything seems to be working fine (I can get webbed up and captured no problem) except, uh, I never get any of the prompts and so once I get captured I just sit there eternally unable to do anything or have anything happen to me. What have I mucked up?

 

edit: Turned off most of my 'optional' mods to check for conflicts. Still getting the same problem. Only have the most recent (installed today) Sexlab framework, Zaz animation pack, arachnophobia, dawnguard+unofficial patches, and alternate start...

Edited by sansuki
Posted

So, stupid/newbish question. Everything seems to be working fine (I can get webbed up and captured no problem) except, uh, I never get any of the prompts and so once I get captured I just sit there eternally unable to do anything or have anything happen to me. What have I mucked up?

 

edit: Turned off most of my 'optional' mods to check for conflicts. Still getting the same problem. Only have the most recent (installed today) Sexlab framework, Zaz animation pack, arachnophobia, dawnguard+unofficial patches, and alternate start...

 

The video on the description is outdated. Read the description to explain what to do. It requires a little elbow grease (more like knuckle grease) on your part in the form of spamming some keys.

 

Edit:

 

Finally got around to some preliminary testing with ZAP 6.0. The first cocoon mesh I can confirm is missing, but past that, the meshes and will start to appear at later stages. I'll need to implement a fix that removes that first stage entirely. On a side note, I did discover that it looks like there's a new texture being used for them... either that or one of my texture mods is enhancing it (lol). Either way, it looks nice. XD So for those that might be having problems with the new ZAP and this mod, just know the first stage of the cocoon mesh is missing right now. Everything else should still be working (if I could ever call this mod to be a "working" mod : P )

  • 3 weeks later...
Posted

@ kazyn , I will separate the aracanophobia assets from ZAP into a new mod which you can use for this mod, in coming month or so . It will be non adult so you can manage it better .

 

New animations , meshes and furniture since I got permission from the author of webs extended .

 

It will take me a few days but I will be free In a weeks time

 

Cheers

Posted

Excuse. This mod is so wonderful. But there is a few spiders in Skyrim, I want to cocoon my character at any time. How could I do it?

 

You want more spiders? You could try installing a mod that increases the encounters with spiders, for instance:

 

http://www.nexusmods.com/skyrim/mods/32394/?

 

or

 

http://www.nexusmods.com/skyrim/mods/12452/?

 

Both those mods let you tweak the encounter types and # of instances of each kind (X extra draugr, X extra spiders).

Posted

 

Excuse. This mod is so wonderful. But there is a few spiders in Skyrim, I want to cocoon my character at any time. How could I do it?

 

You want more spiders? You could try installing a mod that increases the encounters with spiders, for instance:

 

http://www.nexusmods.com/skyrim/mods/32394/?

 

or

 

http://www.nexusmods.com/skyrim/mods/12452/?

 

Both those mods let you tweak the encounter types and # of instances of each kind (X extra draugr, X extra spiders).

 

 

Populated dungeons is really good at increasing the encounters.

http://erkeilmods.altervista.org/skyrim/populated-dungeons-caves-ruins-rs-relliosavini-v-1-06/

 

Immersive creatures adds encounters and has an option that will cause spider eggs to randomly spawn groups of spiders when the egg is opened.

 http://www.nexusmods.com/skyrim/mods/24913/?

 

 

 

Posted

@ kazyn , I will separate the aracanophobia assets from ZAP into a new mod which you can use for this mod, in coming month or so . It will be non adult so you can manage it better .

 

New animations , meshes and furniture since I got permission from the author of webs extended .

 

It will take me a few days but I will be free In a weeks time

 

Cheers

 

That sounds... AMAZING, ZaZ, and I appreciate it! I look forward to what you come up with! : D

  • 2 weeks later...
Posted

Would love to see the spider climb onto the cocoon and start munching the player if they fail to escape in time. 

I second this.

This mod has a lot of opportunity

and I can't wait to see the finished project, keep at it! =) 

Posted

Contemplating ways to actually rewrite the mod. Admittedly, it's a mess, especially considering what I know now and what I didn't back when I attempted to write this one. With that said, the next release might see some significant changes in the current functionality. The details are... scattered to say the least.

 

I'm trying to lean slightly toward something not to terribly outlandish.

 

In a somewhat more realistic sense, spiders usually first attempt to neutralize their victim (or outright kill them) before webbing them up. Sure they can be saved for later, and that's the scenario to be played out with this mod.

 

I know I'm not alone in this department thinking that a lot of things are missing. The potential is there and I actually sat down for a while to think about all the different ways to realize it, given my limited skills and resources.

 

I cannot make new animations. I am not an animator. As much as I would love there to be a paired-up animation (like the kill-moves, where the killer and the victim play an animation in sync), there simply aren't any that exist. The meshes that come with ZAP are more than enough to serve as actual visual representation so I'm good there.

 

I just... I don't know where to go from here. It's why I've been snagged. It's why there hasn't been any new releases for a few months. I don't know where to go with this. I've been working on two smaller mods in the meantime (one of which is finished) in hopes to come across something new and make that little light bulb brighter.

 

The problem:
A spider's prey, once entangled, is pretty much in it for the long haul. Once webbed, there really isn't any other way out.

What the mod currently has is a wacky way of spamming keys in hopes of breaking out in a reasonable amount of time. That's it, though. I want there to be more to the escape mechanics. There are some ideas I have, but they're outside the functionality of the engine (that I know of).

 

I'm everywhere with this post, but honestly, it's because I'm frustrated. Every time I sit down to work on the mod I sigh heavily and think to myself, I still haven't gotten anywhere. I point and make a few clicks in the CK before closing it down, grunting to myself in dissatisfaction. I don't know where to go from here. Getting someone into a sticky situation is easy. Getting them out has been requiring a bit more thought that I can't seem to conjure at this time. I wish I had a CK buddy. -.-

Posted

Well if you want a suggestion on how to handle the captured and cocooned bit I have one. It is not to involved but would likely take a lot of work, idea in spoiler tag so as not to clutter up thread.

 

 

 

Ok first I would say add thick spots of webs against rocks or something scattered around Skyrim. These would be web covered doors to spider caves. You can't go in them but they are basically exit points for when you leave the spider cave aka escape. So it would work like this.

 

You get cocooned and load into the spider cave and have to escape, if you manage to escape you leave through a small heavy web door. You zone back into skyrim showing up just outside of the web spot in the world nearest to where you was cocooned. Hopefully that makes sense.

 

Second part of the mod is changes to the cave and the escape. So once your character is cocooned they load into the spider cave hanging upside as normal. The changes would be add more to the cave, passages and other rooms, making it ok sized. Leaving a bunch of ends of tunnels covered in thick webs. Each one could be the exit. If possible each time you go in the cave it assigns a random web cluster at the end of a tunnel as the exit this time. This makes each new trip a bit different as you will never know where the exit is each time.

 

In addition once you are free from the cocooned you have a poison debuff and web debuff applied. Which can't be removed until you leave the cave. The poison debuff is a major combat debuff making it pretty impossible to fight, while the web debuff is a movement debuff making you move very slowly.

 

How it would play out is like this. PC gets hit by spiders an cocooned, wakes up in cave cocooned. Breaks free and is majorly debuffed in a cave with a few spiders that randomly wander all around the cave system. The PC in now sorry shape has to try and sneak out and escape the spiders and find the exit. Since if they are caught with the debuffs they can't run way or fight the spiders and will either be killed at that point or recocooned again.

 

Make this into a mini survival horror game basically is the idea.

 

Now this may or may not be doable I honestly don't know. But I think that would be a cool way to handle it and make it into more than just button mash escape.

 

 

Posted

Well if you want a suggestion on how to handle the captured and cocooned bit I have one. It is not to involved but would likely take a lot of work, idea in spoiler tag so as not to clutter up thread.

 

 

 

Ok first I would say add thick spots of webs against rocks or something scattered around Skyrim. These would be web covered doors to spider caves. You can't go in them but they are basically exit points for when you leave the spider cave aka escape. So it would work like this.

 

You get cocooned and load into the spider cave and have to escape, if you manage to escape you leave through a small heavy web door. You zone back into skyrim showing up just outside of the web spot in the world nearest to where you was cocooned. Hopefully that makes sense.

 

Second part of the mod is changes to the cave and the escape. So once your character is cocooned they load into the spider cave hanging upside as normal. The changes would be add more to the cave, passages and other rooms, making it ok sized. Leaving a bunch of ends of tunnels covered in thick webs. Each one could be the exit. If possible each time you go in the cave it assigns a random web cluster at the end of a tunnel as the exit this time. This makes each new trip a bit different as you will never know where the exit is each time.

 

In addition once you are free from the cocooned you have a poison debuff and web debuff applied. Which can't be removed until you leave the cave. The poison debuff is a major combat debuff making it pretty impossible to fight, while the web debuff is a movement debuff making you move very slowly.

 

How it would play out is like this. PC gets hit by spiders an cocooned, wakes up in cave cocooned. Breaks free and is majorly debuffed in a cave with a few spiders that randomly wander all around the cave system. The PC in now sorry shape has to try and sneak out and escape the spiders and find the exit. Since if they are caught with the debuffs they can't run way or fight the spiders and will either be killed at that point or recocooned again.

 

Make this into a mini survival horror game basically is the idea.

 

Now this may or may not be doable I honestly don't know. But I think that would be a cool way to handle it and make it into more than just button mash escape.

 

 

 

Well actually it is a great suggestion. Trust me, I'm open to whatever is reasonably within my skill and certainly am willing to learn more. With that said, something a bit more survival-horror oriented would probably be a better approach, especially one that is dynamically changing. Your post actually did manage to give me some ideas to go off of, so again, thank you for that.

 

Scenarios aren't terribly tough to come up, I should've mentioned. I guess what I should've asked is, how does someone escape a prison that was designed to keep them from escaping? What options should be available to someone who's body is literally bound from head to toe (i.e. cocooned), and, should there be any real options, how should something like that be executed within the limitations of the game engine?

 

Posted

Well the spiders shouldn't be smart enough to remove weapons from the character, so perhaps base the escape on the type of weapon the PC has and their skill with it as they slowly cut/rip their way out. I mean realistically it should likely be something you couldn't escape from, but assuming it is something one can get out of. Then having weapons would make it a lot easier. The problem with the being in a cocoon bit is I can't think of a way to make it both fun and challenging. Which is why I made my focus on the bit after you get out of the cocoon. Mostly cause I feel that is where you can make it fun, challenging and a bit scary.

 

I mean you could base the escape chance on weapon skills and what weapons the PC has, a dagger would actually likely be best, other edge weapons good but not as good. Other weapons even less useful. The problem as mentioned is I just don't see how you can make the cocooned bit fun and challenging. I mean with how the mod works this is something that will happen fairly often in the game and you don't want to make it frustrating. So I would just do a bit of handwaving over the cocooned bit. Making it something fairly easy to get out of and put most of the focus of the mod on escaping the spider cave after you have been poisoned and webbed up. Leaving you in a position where your really unable to kill the spiders in the cave and instead must try and escape.

 

Wish I could be of more help, I did consider the cocoon for my first post but I honestly just couldn't think of a better system than what you already have that wouldn't end up being frustrating after you are in that position for the 3rd or 4th time.

 

Also your welcome.

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