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ghastley
post Mar 27 2014, 03:15 PM
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Since this really has nothing to do with Orc Hearthfires, I'll start a new thread for it.

Right now, I'm just exploring the option of the character being able to change into a big green muscled Hulk creature instead of into a Werewolf, or Vampire Lord. I'm still undecided whether to make it a mod that anyone can use, or just a private thing for my own use, but the discoveries I make in the process are likely to be worth sharing.

To get there, I'm playing the before and after characters as two separate games, to sort out the meshes and outfits, and check out the viability of each configuration. At some point, I'll clone the power from the base game for the transformation. I'll need a bit of back-story for how the player gets the power (probably from Malacath, since you essentially turn into a big Orc). The Orc one will also get used to test Orc Hearthfires, as that was the original intent for her!

In Oblivion, there were limits on the size range of characters beyond which they had problems. Too small, and they couldn't swim, because all characters floated at a fixed depth, and short ones had their heads under water. Too large, and they wouldn't go through doorways. You'd also see odd visual effects when sitting, as the origin of the skeleton was a point on the ground, not the seat, so short characters would sit below the seat, and tall one would hover. Skyrim seems to have fixed most of those, but I expect to find some new ones to take their place. It's not clear what side-effects size is intended to have. In OB, taller characters with longer legs ran faster, for example, and the racial bonuses for strength went along with larger size.

Although an oversized Orc could wear a variety of clothing/armor, I'd have to make that to fit, so I'm currently thinking the Hulk aspect would be a fixed outfit (like the WW and VL) with no option to change it. It would essentially be treated like a creature skin. That may be forced on me anyway when I adapt the scripts. However, I would like the base character to find herself wearing the same torn stuff when she changes back, which is different from the WW/VL scenario. She'll have everything in her inventory to change into, but the torn stuff will need special handling. It's kind of like the jail outfit in Oblivion, which is automatically equipped when the player is jailed.

The WW and VL have constraints balanced with enhancements, and it makes sense to do the same for the Hulk, probably closely matched to the werewolf ones: no spells, extra health and stamina, carrying capacity, and maybe boosted two-handed with a weapon auto-equipped to exploit it (since that is an Orc racial bonus). The weapon may be an issue, unless it's the source of the power? Like Thor's hammer in the comics - no transform unless equipped already.

I'm thinking at present that the quest that grants the power should require a character that's biased to magic, preferably with high alteration. That would make the no-magic aspect a better contrast, and add balance to the game play for a Hulker. The alteration requirement is just to help the transformation be credible.

For release as a mod, I'd need to allow both genders, and all races. Since it only requires two Hulk models, that's not a big deal, since I'm doing half of it anyway. But it would require me to put into code the restrictions that I can impose on my character without a mod.

Some questions:
Should the Hulk aspect cause an adverse reaction from the general public? Is Hulking out a crime?
What trade-offs other than spells for health/stamina should there be?
Should the transformation be controlled in both directions, or time out?


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ghastley
post Apr 2 2014, 03:37 AM
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Stop Press! Houston, we have green. Repeat, we have green. Thanks to SKSE.

Things I discovered: The basic skin colour is the first one stored, but my character had 34 more colours/textures recorded by the game, most of which had no effect on her appearance. Skin shade is type 6 (possibly that was an alphabetically order enumeration at one point, now it just appears arbitrary). Each colour/texture also has a value from 0 to 1 that controls how much it affects the result, most being saved as 0 (no freckles, no warpaint#1, etc.) That allows me to adjust those without adding to the array, as they're all already there. So I can change lip colour, add scars etc. if I wanted to do so.

I can create a Hulk race that has the human head with the Orc mouth, so she keeps her features while adding tusks. I haven't done this yet, as it also requires all body/head/clothing pieces to support the new race. That's just an update to the forms, but it needs thinking through for potential mod incompatibility issues, as I'd be changing existing forms, not just adding new ones.

Now the basic transform is working, I can start on the other pieces of the change, and the quest that adds the Power. The Werewolf change uses Abilities to give the player the fighting enhancements etc. but relies on disabling the menus to prevent anything being equipped. I'd like to allow the Hulk form to pick a weapon, but I need to trade the player's magicka for health and stamina while she's in Hulk form. So I'm thinking that the ability will damage magicka regen 100% and I'll ModAV her magicka down to zero. Using potions will put it back, but I'll ignore that for now, as it won't sustain magic combat unless the cost of spells is reduced a lot. If I save the magicka number before I zero it out, I can add half to each of the others.

I'm uncertain how to best apply a two-handed boost. There's a simple Fortify Two-handed, and also the perk bonuses to consider. I want to allow the player to train up Two-handed and benefit from that when in Hulk form, so it may get complex trying to ensure she doesn't already have the perks. I assume trying to fortify beyond 100 will do nothing, too. Preferably, the bonus to two-handed from hulking will be based on a magical skill, such as Alteration, rather than just her level, so it's possible to train for it.

When the hulk form times out, she'll be left with no magicka, but regen will turn back on with the removal of the Hulk ability. She'll still have the weapon equipped, but two-handed is unfortified. In most cases, that should mean retreat if she's still in combat when it happens.

This post has been edited by ghastley: Apr 2 2014, 03:01 PM


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Posts in this topic
ghastley   Hulk   Mar 27 2014, 03:15 PM
SubRosa   One thing you might do is tie this into the Largas...   Mar 27 2014, 05:44 PM
ghastley   I wasn't actually thinking of the transform to...   Mar 27 2014, 06:37 PM
Grits   I don’t think it should be a crime to hulk out. I’...   Mar 27 2014, 07:26 PM
ghastley   Naturally, things are not going quite as I expecte...   Mar 31 2014, 04:01 AM
ghastley   Hulking out now works - for a female. I still need...   Apr 3 2014, 02:30 AM
Grits   This sounds like tremendous fun! Temporarily s...   Apr 3 2014, 03:22 PM
Acadian   What a fun idea, ghastley! 'You wouldn...   Apr 3 2014, 03:26 PM
ghastley   Still making tweaks. I decided that she needed som...   Apr 6 2014, 05:59 PM
ghastley   If anyone wants to try it out, 0.1 - alpha test - ...   Apr 13 2014, 08:35 PM
Grits   We have Hulkage!! Gosh this is fun. Bannor...   Apr 15 2014, 02:34 AM
ghastley   Ninette has the same resemblance to her smaller se...   Apr 15 2014, 04:01 AM
Grits   Oh, and the dragon thing's over, for what tha...   Apr 15 2014, 11:31 PM
ghastley   Yes, speed directly relates to scale, as Genevieve...   Apr 15 2014, 11:52 PM
Grits   The spell tome is a great idea. It makes sense and...   Apr 15 2014, 11:59 PM
ghastley   Not the first time. One swing and she died. :( ...   Apr 16 2014, 12:16 AM
Grits   Outstanding! I'll update and start looking...   Apr 16 2014, 12:50 AM
ghastley   Of course, I found a bug playing tonight. I'm ...   Apr 16 2014, 03:48 AM
Grits   Got it! (There's an extra 'o' in t...   Apr 16 2014, 10:55 AM
ghastley   Another revision to the script to try and get heal...   Apr 20 2014, 10:57 PM
Grits   Oh yeah. :D I’m out of time today but Bannor is r...   Apr 21 2014, 07:46 PM
ghastley   Oh yeah. :D I’m out of time today but Bannor is ...   Apr 22 2014, 03:01 PM
Grits   I’m planning to get the first two Barbarian perks ...   Apr 22 2014, 04:27 PM
ghastley   The quest to get the Longhammer is marked as minim...   Apr 22 2014, 05:10 PM
Grits   Whoa that was exciting! Bannor vs Ironbind Bar...   Apr 22 2014, 07:35 PM
ghastley   I imagine the extra speed from the size helped wit...   Apr 22 2014, 10:03 PM
Grits   Also it’s very easy to type Help Hulk into the con...   Apr 23 2014, 01:16 AM
ghastley   Those bonuses should not be affected by hulking. I...   Apr 23 2014, 02:43 AM
Grits   Unbelievable luck – I took Ninette on a walk and s...   Apr 24 2014, 11:31 PM
ghastley   05 is the same content as 04, just packed into a b...   Apr 24 2014, 11:35 PM
Grits   :lol: I’ve updated just to keep up with the cool k...   Apr 26 2014, 12:56 AM
Grits   Ninette clobbered Morokei in hulk form and then ha...   May 6 2014, 02:41 AM
Grits   Bannor 2 found the O.O. exactly where he did the l...   May 8 2014, 11:32 PM
ghastley   I took the Bosmer mage I'd created for testing...   May 9 2014, 03:13 PM
mALX   Bwaahaaahaaa! Hulking out! This is Aweso...   Sep 13 2014, 01:39 PM
ghastley   I just had Athla experience a "permanent...   Mar 10 2015, 01:46 PM
Grits   OK, weird. I checked Ninette and Bannor who are us...   Mar 10 2015, 03:58 PM
ghastley   I reviewed the code, and it's all happening at...   Mar 11 2015, 02:17 PM


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