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GIVEMETHEDAMNFILE

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About this mod

Adds a total of 40 new werewolf hunters to vanilla Curse of Hircine, each with their own custom class and with new leveled lists for additional semi-random equipment.

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Too lazy to read? Just search for TL;DR, you bums.

OVERVIEW

Werewolves: Curse of Hircine (http://www.tesnexus.com/downloads/file.php?id=6486, but you probably already have it) is a really nice mod that really does try to give players a new experience - but one thing that absolutly annoys me to no end is that, while having NPC werewolf hunters, it really does nothing WITH them - asides from scaling in level along with the player and having four base race+skill templates, werewolf hunters are exactly the same from start to end - silver longsword, chainmail cuirass, gauntlets, greaves, and a CHANCE for random boots. No chance for enchanted weapons, no chance for better armor, no different attack styles and tactics, no chance for an actual THREAT, just the same usually-barefoot Redguard/Nord/Imperial. Bleh.

This mod doesn't change that, unfortunetily - not without a bunch of bashing and tinkering that I'm honestly too lazy to do - but what it DOES do is spawn additional werewolf hunters that AREN'T the same usually-barefoot Redguards/Nords/Imperials. Representing the full ten races of Tamriel and all three styles of the combat arts, and with specialized leveled lists for their equipment, these hunters will ensure that you'LL RARELY ever be stuck with the same old static hunters.

DETAILS

As stated, this mod doesn't REPLACE the default rank-and-wile Curse of Hircine hunters - if CoH were an ESM that might be possible, but hot ESP on ESP action isn't possible without tons of workarounds and the like - so this does the next best thing and creates clone spawn points right on top of the vanilla CoH hunter spawns from which the new hunters spawn. Thus, you might see an old hunter spawn, a new hunter spawn, or both - but hey, the more the merrier, right?

Whereas CoH hunters used default classes for their skills, the new hunters all have their own unique Werewolf Hunter class with skills best suiting their style and own natural proficiencies. While certain trends run amongst the whole lot (for example, all hunters except for Redguards have some degree of Restoration capability and all hunters have one form of armor training, even the mages) none are absolutly identical.

Each hunter comes in four different ranks - apprentice, normal, expert, and master - and each rank has its own selection of spells and possible equipment: an apprentice, for example, can have chain or mithril and steel or dwarven, while an expert might have a range of mithril-elven-glass and dwarven-orcish-ebony. In addition, each hunter has the potential for carrying enchanted equipment, with each progressing rank having a slightly-better chance for such than the last: a master is all but guarenteed to have at least one piece of magical gear, while only one in several apprentices might have something. Finally, each hunter and rank has its own level range and scale: apprentices will be at your level up to 15, but regulars, experts and masters will have progressively more experience and higher level ranges.

TL;DR

*40 new Werewolf Hunters representing all the races and fighting styles
*4 ranks of hunters, each with a better assortment of equipment than the last
*Specialized equipment lists means hunters rarely ever have the same get-up (but will ALWAYS have shoes!)

INSTALLATION

Just extract the .esp to your favorite directory, load 'er up, and play. No additional files to pick through, no useless additional folders that certain pretentious modders throw in just to state the bloody obvious and annoy you to no end, nothing.

NOTES

Because of how mods are isolated and protected from one another, these hunters aren't actually "hunters" if you know what I mean: they lack the faction tag the vanilla CoH hunters have, and with that the "werewolves" discussion topic (all one line of dialogue of it) and are really just Werewolf Hunter posers. They'll still attack you on sight in wolf form thanks to being part of the Imperial Legion Outside faction, though there's always the potential for funkiness because of this. In particular, if you're on the lam after busting out of jail and run into one they'll probably attack you on sight due to their shared hatred of jailbreakers (let's just say they're working with the law on that issue).

Depending on what the Random Number God doles out for a hunter as far as equipment, they might insist on fighting with a silver dagger even if they've got something better since the dagger is one of the few hardset items a hunter is carrying. They SHOULD whip out the big guns when it comes time for combat, but don't be surprised if the AI does a brainfart on this.

BUGS

Asides from the aforementioned issues, the testing I've done with this mod has shown nothing that might interfere with operations beyond the "axe through the skull" variety (nor should there be - this is a simple NPC/Spawnpoint mod, after all).

UPDATES

You think I'm just going to toss this out and forget about it? Well, you're WRONG, padre: there's at least one big update planned for the future after I take a little break from this.

*Female hunters! No, I'm not sexist, I'm just setting up the base of this mod!
*Rings and amulets and potions, oh my! Because there's no such thing as too much magical equipment!
*Legendary werewolf hunters! Because things aren't quite right without the threat of an AI "screw you" moment!
*Beautiful People compatability! Because nobody said Mystic Elves and Ainmhi couldn't hunt werewolves, too!
*Various suggestions! This mod was made to address a serious issue, so if this mod HAS a serious issue, point it out!

If you have any suggestions or questions regarding this mod and its future, please refer yourself to the comments section; if you happen to be from the Curse of Hircine dev team and are interested in integrating this mod into your own, then BY ALL MEANS please refer yourself to the comments section; and if your one pressing concern and quesion is that you want future installments of this mod to be compatable with Exnem/ish mods then GET OFF MY LAWN.

LEGAL DISCLAIMER

Insert usual legal mumbo-jumbo here. The Elder Scrolls is a copyrighted trademark of Bethesda Softworks, Curse of Hircine is the work of the Curse of Hircine team who is in no way directly affiliated with this mod outside of making an awesome mod that I wanted to fix, Curse of Hircine: Werewolf Hunters is the work of the individual known as GIVEMETHEDAMNFILE who is in no way directly affiliated with the original Curse of Hircine mod outside of wanting to fix an annoying part of an aweoms mod, this mod is only to be hosted by TESNexus and is not to be distributed by any other individual nor for any amount of economic value, those who attempt to pass this mod off as their own work will be mocked, insulted, raped and pillaged to the fullest extent as allowed by TESNexus guidelines and those used by any other site that this mod may wrongfully appear on.

TL;DR: Don't be a dick.