• 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from medafakanext
    I wish you add the option to create your group of werewolves
    a werewolf alpha is the leader of his group and he can bite humans to infect
    would you added in version 1.0.0

    an alpha wolf is the strongest werewolf so I think you should add the option to control other werewolves

    Having a wolf pack is planned to be in 1.0, and the beginning of the implementation is already added in 0.9.8. The next update fleshes it out more.

    Quote from Glarnboudin»

    How about having the model of the werewolf change as he/she progresses through the various tiers of savagery? A tier 1 werewolf would look like the classic Wolfman, a tier 3 one would look like a more typical werewolf, and a tier five would be a 4-block-tall hybrid with the ability to turn into a gigantic wolf.


    There will be another model which will be 3 blocks tall and unlock at a high enough savagery tier which will be in a update after 1.0. But players will not be forced into that model, it'll be the choice of the player if they wants to go in that mode whenever they want once they have access to it. There will be additional pros & cons for that model as well. I have no plans to make a bigger model past 3 blocks at this time, at least not for players.


    As for the update, it is almost done, it will be the last update before 1.0 most likely, and it'll have all the content/functionality that will be in 1.0.

    Posted in: Minecraft Mods
  • 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]

    To Killerwolf1810 & medafaka,

    I currently have no plans to add the ability to turn into a regular wolf at the moment, sorry. After I finish what I have planned up to 1.2 it might make it in.


    Noobly25000,

    Werewolf NPCs will be villager werewolves which will be in a update after 1.0.


    ezflaffer,

    Before I began coding this mod I was deciding how I would do a weakness. I thought about adding silver and I thought about having gold be a configurable weakness, but I decided against them. Instead there will be a enchantment that covers it. I might allow silver weapons if you have silver ore from another mod using the ore dictionary later though. Also thank you for catching the hunger bar covering up the water breathing meter its been fixed. :)


    TheBeastCH & Fyqcraft,

    I don't mind having/creating a add-on to bridge the mods if the creator of Vampirism would like to, but if such a thing would happen it likely won't be for quite a while. There's still a lot of things I want to add to this mod first.

    Posted in: Minecraft Mods
  • 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from ezflaffer»

    So Raz, I tested out the mod yesterday and I loved it! It's so fun to just have a werewolf-hunting frenzy on the full moons! Everything about the mod says "this is focused strictly on *traditional* werewolves"!


    Alright, I have some suggestions;


    For the guide, it needs to be a little bit more organized and helpful. But I kinda forgot about what I needed to exactly to say, so I'll come back on that later.


    When the player transforms into the werewolf form once it's a night with a full moon, I think the player should automatically revert back once it's morning and the full moon is gone (except when the player transformed manually). I would like this feature because when the full-moon night was over, I didn't know and kept rampaging because I didn't revert back automatically: I had to do it manually when the minecraft day was halfway over.


    For the werewolf NPCs, I noticed that they don't attack the player unless the player hits them. Will they be made hostile for non-infected players?


    This is a great mod, and I'll be keeping an eye on this thread! :)


    Yeah the book needs better organization and is a bit hard to read, the next update, which will be released in a day or two, makes it easier to read and navigate. I'll continue to make more tweaks to it each update to make it better. Also I can add the option in the config file to automatically leave the transformation after a full moon.

    As for the werewolves not attacking players, it is a bug that was created when I made some changes to the AI. It is fixed in the next update, as well as other AI bugs, though I'm sure more will appear.
    Quote from Febilia»

    I have a friend who adores werewolves and stuff like that, I think I'll be keeping an eye on this for their sake - the only other functional werewolf thing I know of is Witchery and I don't think that's anywhere near version 1.8, and has an awful lot of other content if you'd only want it for the werewolf part to begin with.


    Just a quick question regarding the custom skins and multiplayer... if a player were to make their own custom skin, would it show up for anyone with the mod installed automatically, or would you need to have it installed on all the other clients and maybe the server as well? Not sure how that works, so i thought I'd ask.


    I'll probably give this a go when it's got more features solidly implemented and more quirks ironed out. I'll be looking forward to it! :D


    Sadly at this time custom skins will need to be on both clients to appear. If both clients have the same custom skins, and the same amount, in their config folder then they will show up. Otherwise it'll either show the default white/gray skin or another custom skin that the client has.
    Posted in: Minecraft Mods
  • 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Mica1124LeYoutubeurQC,
    I can't tell much from that log. Is there a regular minecraft crash log for it?
    I haven't tested this mod with shaders yet, I'll start testing with it to see if there's any problems.
    Quote from Zeklo»

    Holy wowzas, use a spoiler mate!


    EDIT: On a side note! I don't see a config for disable the spawning of the book. Could that be added?


    I'll add the option in the config file in the next update.
    Quote from ezflaffer»

    Hello, Razmen. I'm interested in this mod since you say it's soley focused on lycanthropy, so let me ask you a question.


    I understand that after the player is infected, they transform on the next night of a full moon, as well as being able to transform whenever they want BUT... On the night of a full moon, are players forced into transforming into the werewolf form without being able to transform back until the sun is up?


    I'm trying to understand this mod the best I can, so if this question is a "no" or "not yet", maybe this can be incorporated into that "berserk" mode on nights with a full moon that you mentioned once.


    Yes, werewolves (players who are infected) are forced to transform on full moon nights and can not leave the transformation until the sun comes up. But there is a option in the config file to disable the forced transformation if players don't want that.
    Posted in: Minecraft Mods
  • 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from gomt8»

    As a transformed werewolf can you make it that you can cling to walls or even climb it based on your savagery? like if you can climb the higher your savagery is the faster you can climb, I know werewolves are not spiders but I've know some that can climb up walls. And if possible can you actually make it that you can grab and lift up mobs and maybe players, carry them around or throw them like how the gravity gun mod does it but werewolf style? (and make it require high savagery since that's kind of OP and if you want to nerf it make it that there's a grip meter on how long you can grab and stuff.)


    I thought about the ability to climb walls but decided to not include it for now. If I do decide to add it, it will be in 1.1 and will only work on some blocks. As for grabbing, interesting idea but if a version of it is added it won't be added until 1.2 which is far away. I'll consider it though, thank you for the input.
    Quote from Noobly25000»

    Ok so I have a request for 1.0 or above or maybe before 1.0 but probably not can you make it to werewolves lose control some times like on a full moon


    There won't anything added that will remove control from the player, even if they're a werewolf. But without spoiling much of future updates, there will be a special event added that will cause a berserk effect to werewolves, which is named after this mod. It is the main theme for 1.2.
    Posted in: Minecraft Mods
  • 0

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from reverso2000»

    could you add the option to have the werewolves look more like the mo creature ones


    I plan to have more models to chose from later but it'll be a while.


    Can you add source code plz?


    I plan to release the source code for this mod eventually, but not at this time sorry.

    hei Razmen i found a bug

    liike about the trcking when you do the shift nright click an animal just one all other animals of the same species is being tracked


    That's not a bug, it is working as intended. But I will add the ability to just track the single entity targeted in the next update and some other functions to it. The idea was to make it easier to find similar entities, whether it is to find food, or to hunt specific mobs.
    Posted in: Minecraft Mods
  • 2

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from McGaymer11»

    Great job! Like this mod so much :D. Have you thought about doing differences between the stages?



    I'm still making adjustments to the stages but the general idea is to make each stage worthwhile so players can choose which stage they like to be. Each higher stage makes you stronger, faster, gain more abilities, but also gives you negatives as you're losing your humanity while transformed. Stage 1 being human like (little benefits, no penalties), while Stage 5 is feral like (strong, fast, extra abilities, but lots of negatives to human stuff). The next update makes quite a bit of changes but there will be more adjustments to the stages after 1.0. The middle stages are the hardest. You don't get as much bonuses as the higher stages but you still get negatives even if they are weaker as well. I'm thinking about making a exclusive ability for each stage to help distinguish them more, but that will be after the 1.0 update.

    Quote from EightBlade»

    Hmmm, so seeing as alpha wolves exist do you plan on making it so players can lead their own pack?



    Yes, there will be a way to make werewolves you find follow and protect you. There will also be a way to infect regular owned wolves which will change their appearance and make them stronger. But not all of them will be loyal, each will have a different disposition, mainly by how stronger they are. Depending on your pack, you'll need to make sure you stay as the alpha or some might turn on you.


    This is great but we need abilities in the manual and the hunger system so people don't just install this mod without carefully sifting thru each part of the main post and get confused



    The next update has all that information in the guide book, which should be released soon.

    Speaking of the next update, it will be a pre-1.0 version. Additionally there are at least 2 major updates planned after the 1.0 version is done in case anyone was wondering if there is anything planned after the main release.

    Posted in: Minecraft Mods
  • 5

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]
    Quote from Killerwolf1810»

    Werewolf skinCan u please put this skin as one of the werewolf skins?

    thanks!


    I have taken a small break from this mod at the moment, but I plan to have the ability for players to add custom skins for this mod in the next major update before the end of this month hopefully. I can still add that skin as one of the defaults if it was created by you and I have your permission, will put credit in the mod and topic.
    Quote from EightBlade»

    I love it. Though I would suggest making it a witchery add on, if only to create less clutter. Perhaps have it be a different offshoot of lycanthropy?


    Well this mod handles lycanthropy differently and it's made to be standalone. Having it be a add-on would defeat its purpose.
    Posted in: Minecraft Mods
  • 35

    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]

    General

    This mod allows players to become werewolves.


    1.12.2


    Version 0.9

    Some textures subject to change for 1.0.


    Text commands

    /werewolf <true|false>

    /werelevel <amount>

    /wereprogress [0-8] [-1, 0, 1]


    Moon Pearl

    Obtain from killing hunters who hold them.

    Required for werewolves to progress. (Every 5 levels, have Moon Pearl in inventory and go to sleep at night)

    Can reveal the identity of non transformed werewolves close to the holder.

    Will also be used in a future recipe.


    Hunter's Lodge and Banner

    May be created near villages. To protect villagers from werewolves and zombies.

    Banner acts as a rallying point for hunters and can spawn hunters around it.

    Banner can be picked up and moved. However it will not spawn hunters if placed by a werewolf.


    Silver

    Any Tool/Weapon that uses the OreDictionary's "ingotSilver" in it's recipe will work for Werewolves weakness.


    Abilities & Attributes

    Some descriptions may be vague or only partially describe what they do. Such as Dexterity and the one of the Inclination abilities, you'll know which one if you unlock it.


    Progression

    Was slightly rushed in some areas to have it ready. Area will be improved in some areas for 1.0.

    There is already a warning in-game but for the level 20 area, it is recommended to only have the moon pearl on you when you sleep. The final area is designed to kill instead of ejecting you out for failing the trial.


    The Dimension prevents blocks from being placed or destroyed, except in creative mode.

    Should you encounter any problems with getting stuck, either a npc failed to spawn or you get trapped (There should always be a hole you can fall through to exit, in a corner near the spawn area.). Try leaving (if able) and returning, that should fix npc spawn problems. Otherwise delete "DIM-HM-FOREST" in the world folder, don't do it while the game is running, and it'll be recreated. If a player logged out in the dim and the folder was deleted a "cascading worldgen lag" error might occur once they log in. This is okay don't worry.


    Currently known issues

    Minor

    Resetting inclination while in a different form will allow a player keep that form until they change it in werewolf menu. (The function that prevent this was causing a multiplayer bug so it was disabled for 0.9)

    Silver Ore hardness incorrect.


    Old 1.10.2/1.11.2 v0.6 Information


    There are 2 text commands

    /werewolf <true|false>

    /werelevel <amount>


    Potion

    Wolfsbane Potion is crafted just like regular potions now. Wolfsbane in brewing stand with Awkward Potion(Nether Wart). Cures the player of lycanthropy.


    Paw ability

    Werewolves start off with one toggleable ability, Paw. In the ability tab of the werewolf menu you can click it and choose which slot of the hotbar you want to keep clear of items. This is useful as quite a bit of skills require nothing in hand.


    Leveling

    While you're transformed, you'll gain exp for each kill you make based on the heath of entity slain. Each level gives 2 attribute points. Every 3 levels gives 1 skill point. Additionally a player werewolf's base stats and the strength of some abilities are affected by level.


    Hunters

    Entities that hunt werewolves.


    Silver

    Silver is available. Ore generation can be disabled in config. Only use for it current is to make a silver sword. Can use other mods silver to craft by using a wolfsbane instead of stick. Werewovles are greatly weak to silver compared to other material, currently only applies to this mod's version of the sword atm. Undead are also weak to silver as a bonus. However silver is very soft and doesn't have much durability.


    Moon Pearl

    Can reveal the identity of non transformed werewolves close to the holder. A favorite among hunters.


    Additional Note

    Compared to old version you may notice some abilities missing. Some of these abilities are part of another system that is not fully functional at this time and have been excluded for this version. Part of this is to ensure a clean transition from beta to release. However 3 of them will be temporary unlocked based on level until then. Wolf Form, Night Vision, and Beast Form. The forms have slight stat changes compared to original form, also you cannot wear armor while in these forms, even with the armor skill. Lastly some attributes/stats may have stronger/weaker effects in 0.6 to compensate for the current absent inclination system.


    Upcoming Version

    Inclination system and abilities.

    Structures


    Downloads

    This mod requires Forge

    Requires recommended version or higher


    1.12.2


    Old Verisons



    Localization and Bug Reporting

    Click here to go to a Github repository to add localization for other languages and report bugs in issues.


    Change Log


    Adding Your Own Textures


    You can add your own textures for werewolves by placing the png file in the HowlingMoonTextures folder inside the config folder.
    - If the folder does not exist make sure you have ran Minecraft with the mod installed at least once.
    - You can add as many textures as you want.


    Texture Templates:

    v1.1.1 & 0.6+

    Werewolf texture template


    Example:

    Example


    Old:

    1.7.10 & 1.8

    Werewolf texture template


    1.8 - In 1.8 Werewolves can have another layer just like player textures. Head part works in 1.7.10 as well.

    Werewolf texture template additional


    Example:

    Werewolf texture


    Additional Textures


    JayZX535

    Killerwolf1810


    Mod Packs


    If you want this mod in your mod pack just follow these 3 rules.

    1. Your mod pack needs a link back to this forum post.

    2. You cannot make any money off of the mod pack unless given permission from the author (Razmen).

    3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Razmen).


    Q&A


    Q: Isn't there already a werewolf mod?

    A: Yes, there have bit quite a bit of unfinished, unreleased, and not updated mods of this kind with the exception of one mod. Witchery, which is a great mod you should check out. But this mod is standalone solely focus on werewolves and handles lycanthropy differently.


    Credits


    Textures

    Killerwolf1810 - Killerwolf texture

    Dan_Walker - Wolfsbane 1.12.2


    This mod is Copyright ©(2015) of Razmen (hereafter referred to as "The Owner") and is the intellectual property of The Owner. By default it may only be distributed on minecraftforums.net. It may only be mirrored or reposted with advance
    written permission of the Owner. Electronic Mail is fine if you wait fora response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    I'm using 1.6.0d37 for 1.7.10 and there seems to be a calculating issue when it comes to putting the Sharpness (Quartz) modifier on tools when using the Tinker Table. If you use more then 5 quartz blocks at a time (using 6, 7, or 8) for upgrading a tool it gives less of a attack value then it should. This becomes very noticeable the more quartz modifiers you stack.

    Example


    Here is what a longsword comes out by doing 3 at a time.





    And here is the result of doing it 6 at a time.







    Here's a Scythe after 3 complete modifiers (not using tinker table / under 6 at a time).





    And the scythe using a tinker table with more then 5 quartz at a time after 3 complete modifiers.





    The other modifiers like haste and such seem to work perfectly fine with the tinker table, it's just sharpness that is affected. So at least for right now, do not use the tinker table to upgrade tools with sharpness, it saves you time by cutting corners off the weapons!
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    I have a nvidia gtx 750 ti graphic card and suffered from the water glitching in all versions except SEUS v10.1 Preview 1. By swapping files between Preview 1 and Ultra, I found, at least in my case, that it was the gbuffers_entities that was causing the glitch with the water.

    So for those who have the water glitch from graphic cards like the nvidia gtx 750 ti, here is a possible solution. Download the SEUS v10.1 Preview 1 version, copy the 2 gbuffers_entities files from it and place them in the version you're using/want to use, overwriting that version's gbuffers_entities files. That seems to fix the water glitch and so far I haven't encounter any side effects from it yet with the Ultra version.
    Posted in: Minecraft Mods
  • 0

    posted a message on name pending - ignore topic - placeholder
    ~
    Posted in: WIP Mods
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