Design Discussion Werewolf Mod Continued from Old Site

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birdyfly
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Werewolf Mod Continued from Old Site

Post by birdyfly » January 10th, 2012, 1:47 pm

Hi,

From the old website, there was discussion of a Shapeshifter mod. There seemed to be a few roadblocks, but my friend and I are working on a Werewolf full body accessory and was wondering if that will help with making a functional mod?

We can make it a full body accessory or split up the suit into whatever pieces you need as well.

Thank you so much in advance.

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twallan
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Post by twallan » January 10th, 2012, 3:02 pm

One could do werewolves using a body suit, I guess. But honestly, I think it would just be a rather shallow effect, sort of like a halloween outfit, which would not give a try impression of being a werewolf.

My thoughts is to actually change the sim into a Dog or Cat, temporarily altering their genetics so they would essentially be an animal.
<ul><li>Along the lines of the Native American concept of the "Skin Walker".</li></ul>
After that the sim would be able to use all the animal interactions applicable to their species.
<ul><li>The sim would then be able to revert back to human form.</li></ul>
My approach is much more dangerous of course, since if the user removed the mod, the sim would be permanently stuck as an animal, however it provides the greatest amount of increased playability with the least amount of coding effort.

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twallan
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Post by twallan » January 10th, 2012, 3:03 pm

"give a try impression" -> "give a true impression"

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Mellye
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Post by Mellye » January 10th, 2012, 3:15 pm

Oooh! This sounds also like Shape Shifters! I love this idea!
With this, you actually make me enjoy the fact that Werewolves weren't included in the Pet's expansion!
Looking forward to it! :)
(Yup, True Blood fan here)

birdyfly
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Post by birdyfly » January 10th, 2012, 5:29 pm

I like your idea much better, Twallan. :)

Is there anything we can do that can help? I will be more than happy to do anything to help get this mod to work.

We have the dog .obj files as well, but we do not have them rigged. If you need them rigged, then we will be more than happy to try to get that exported.

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twallan
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Post by twallan » January 11th, 2012, 12:38 pm

You can offer suggestions as to how to populate a skill for skin-walking.

I have made some idle thoughts on it :
<ul><li>There is a recharge time between shifting, which decreases the higher in skill you are</li><li>At a some high point in skill you gain the ability to change back at will (before that you have to wait until the recharge time completes)</li><li>After that, there is a maximum amount of time you can remain in animal-form, before you automatically switch back, which increases the higher in skill you are.</li><li>At the lowest point in skill, you are allowed to switch into a specific species (chosen at random, or perhaps by inheritance). Later you can unlock switching into the other two choices.</li></ul>

birdyfly
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Post by birdyfly » January 12th, 2012, 6:55 pm

I love that idea, Twallan! :)

I think it being skill based is a really neat idea and is probably easier. Would it be possible to add it as an inheritance? Or would that be too challenging to do? I have almost no experience with modding, so I have no clue what is and isn't possible to do. :P

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twallan
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Post by twallan » January 12th, 2012, 7:21 pm

It should be possible to inherit it, all one really needs to do that is a message stating that a sim was born (which obviously exists, since StoryProgression turns it into a notice).

I have considered using an Occult Type, however EA has not written that section to be easily moddable. Using a skill is a more extensible approach.

birdyfly
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Post by birdyfly » January 23rd, 2012, 1:25 pm

Sorry I haven't replied in a while. I think using a skill is perfect. :)

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twallan
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Post by twallan » January 23rd, 2012, 1:53 pm


Just a note on scheduling :

This project is of high interest to me. And is next in line after the StoryProgression update.

However, that means it will not be ready for a couple of months at least.

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