Here There Be Monsters: Call of Cthulhu
303 Kommentare
< >
☯Coylie3☯ 23. März um 19:20 Uhr 
Yo! Just thought I'd say that the mod size limit has been removed for Steam Workshop! You can upload the full mod anytime!
ishootnoobs01 20. März um 11:12 Uhr 
idh-yaa is invisible too
ishootnoobs01 20. März um 11:10 Uhr 
the underwater people are invisible for me or something i cant see them
Audax Ender 16. März um 7:44 Uhr 
Thank god it´s back!
applezig 2. März um 22:58 Uhr 
Araanim  [Autor] 2. März um 18:49 Uhr 
Oh shit, the limit is lifted!
Looks like we're back in business.
Araanim  [Autor] 2. März um 10:44 Uhr 
I'll let you know when I upload it to the Nexus.
applezig 2. März um 9:34 Uhr 
Araanim  [Autor] 2. März um 9:30 Uhr 
**So I've run into a slight hiccup . . . this mod has become too large to upload to the Workshop. So I will not be updating it any further, and will soon release it on Nexus. If possible I will try to strip it down or separate it to fit it on Steam, but right now I guess this mod is officially dead.**
applezig 18. Feb. um 13:11 Uhr 
What's Cthulu's model?
todd.summerwind.roll 16. Feb. um 14:58 Uhr 
no, the necromonicoms writer was sang to by insects in the desert
Araanim  [Autor] 16. Feb. um 10:00 Uhr 
@todd War of the Insects? (Genocide)
todd.summerwind.roll 14. Feb. um 10:38 Uhr 
the insects are singing
Lord TickleDicks 3. Feb. um 18:42 Uhr 
make a part 2
Darth Gaia 2. Feb. um 0:19 Uhr 
there is always the nexus
Araanim  [Autor] 1. Feb. um 13:22 Uhr 
So it seems this mod has become too large to upload to Steam... That might be a problem.
Darth Gaia 28. Jan. um 20:31 Uhr 
dude i love the idea im gonna try it and report any bugs
Epitri 24. Jan. um 22:11 Uhr 
I'm a huge fan of Lovecraft and TES. So, to see the two come together gives me the most peculiar boner. Keep up the good work dude. And if there's anything that I could do to help just let me know.
Araanim  [Autor] 24. Jan. um 6:01 Uhr 
@Apolodog - I'm trying to figure that one out. I THINK I may have given the Ruddy Man dragon aspect power, but when he uses it it affects you, not him? I think I fixed it but I'm not sure.
Apolodog 23. Jan. um 21:18 Uhr 
I got a pretty annoying issue. During a cool waterwalking fight against the Ruddy Man and his army of 300 dreughs I found myself spawning a huge amount of "dragon spirits" and getting level 1 dragon aspect for free (had 2 words, none unlocked). The problem is, after that a REALLY LOUD sound effect refuses to stop, also the dragon aspect seems permanent. I unlocked a word, used my own and waited for it to normally run out. Now I'm glowing red and the sound effect is still there... help...
Brother_Hank 20. Jan. um 16:00 Uhr 
Ill get this later when im sure it will work and not destroy my computer.
Looks great though
Araanim  [Autor] 14. Jan. um 6:41 Uhr 
So the first quest works, but I haven't loaded it yet. When I do, you'll be able to experience the first step of the journey. Walking in to any coastal tavern will trigger the quest, and you will get a courier letter soon after. The quest is supposed to not start until after you finish Here There Be Monsters, but right now I'm ignoring that fact until everything's running smoothly. Feel free to test away once I get it updated. 7. Jan. um 10:02 Uhr 
Hey is this mod fully functional and all without too many bugs? I LOVE Lovecraft and read the crap out of his works, it looks like you did it to a T dude!
daedric_cat 2. Jan. um 20:31 Uhr 
Awesome awesome this brings back old memories
g1zm02k 30. Dez. 2014 um 18:27 Uhr 
"Do not download yet unless you want to be part of the debug process. This mod is nowhere near complete and is still constantly being worked on. Sorry for any inconvenience." - This means nothing! I will play and any bugs will be Cthulhu's will IA! IA! Fhtagn!
Seriously though; although I've yet to try it, from what I've seen, you're on to a good thing, I wish you well on this - what better way to bring in the New Year... the stars are right!
The Divine Potato 21. Dez. 2014 um 23:16 Uhr 
im now terrified of the water.. thank you xD
krystalcaste 5. Dez. 2014 um 16:08 Uhr 
okay thank you so much onece you update and i play the quest ill let you know how it is. oh and i love the tundraloft its awesome.
Araanim  [Autor] 5. Dez. 2014 um 14:10 Uhr 
@krystalcaste I'm working on it. I was having some serious problems (first with the SEQ bug, then with I THINK an alias somewhere not filling so the quest would never run at all and I couldn't for the life of me figure out why) that I hope I have resolved. I just got the first of three quests running fairly smoothly. There's a few finicky things I'm trying to fix, like getting a prisoner to stay in shackles and getting some of my custom monsters to actually attack. But the first quest is mostly figured out, and now that I figured out the major problems the next two quests should move fairly quickly. I'll update tonight if I can so you can try out the first quest and see how it runs. I've got a lot to do still but I think I'm finally making some headway.
krystalcaste 5. Dez. 2014 um 13:04 Uhr 
so i finished you here there be monsters mod and loved it. then i started this mod but did not get the letter but talked to the guy on the yellow king ship and he sent me to kill a monster for him but there is not quest in the journal for it and not quest marker poping up.
Araanim  [Autor] 29. Nov. 2014 um 11:19 Uhr 
Welp, I finally fixed everything in Here There Be Monsters, so I can finally get back to this. There's a ways to go though...
Audax Ender 29. Nov. 2014 um 6:29 Uhr 
keep going, awesome mod
That Guy 10. Nov. 2014 um 1:00 Uhr 
Is it close to done?
Araanim  [Autor] 7. Nov. 2014 um 5:22 Uhr 
I must not have put the models in the BSA. Hold tight, my computer died so it'll be a little while until I can get back to this.
herpderpcake 6. Nov. 2014 um 19:38 Uhr 
Can anyone help me? I went to the plateau of leng, and I all the enemies are invisible. Wtf do I do
[Spec]DredCthulhu 1. Nov. 2014 um 18:42 Uhr 
You will be first to be consumed my child.
ExosDawnwalker 14. Okt. 2014 um 10:56 Uhr 
Noteably a mod called Wyrmstooth, as well as a ship called Northern Cardinal tied to the Wyrmstooth mod
Araanim  [Autor] 12. Okt. 2014 um 18:01 Uhr 
@Exos What mods is it conflicting with?
Blanc (White Heart) 12. Okt. 2014 um 0:11 Uhr 
@ExosDawnwalker: Have you tried removing it via the "disable" console command?
ExosDawnwalker 29. Sep. 2014 um 12:08 Uhr 
is it possible to move or remove the ship "the Yellow King"? its location is conflicting with other mods connected to the same spot. Stupid question, I know, but i was just wondering.
Daglez 26. Sep. 2014 um 2:17 Uhr 
@Araanim can you do Sea
Serpent and Maormers like from TESO?
Araanim  [Autor] 5. Sep. 2014 um 13:07 Uhr 
Can somebody test that any of the dialogue for the quest works? Does anybody receive the letter to begin the quest? I think I need to create an SEQ file to fix the dialogue; however I cannot seem to do that (I think) because the quest is servant to the Here There Be Monsters quest, and the finangling involved in doing that keeps it from creating the SEQ. I'm pretty sure I did everything right, but not a single line of dialogue is working and I don't know why.
Araanim  [Autor] 5. Sep. 2014 um 13:03 Uhr 
The posse is an element of the story that appears at a certain point, helps the player, then leaves. But I hadn't set the enable/disable right, so it was appearing from the get-go and following the player non-stop. This has been fixed (I think). Same with the hound.
Kultag 4. Sep. 2014 um 9:38 Uhr 
Okay, I encourage you to fix it, as this should be awesome.
Araanim  [Autor] 4. Sep. 2014 um 9:18 Uhr 

Do not download yet unless you want to be part of the debug process. This mod is nowhere near complete and is still constantly being worked on. Sorry for any inconvenience.
Kultag 3. Sep. 2014 um 13:32 Uhr 
Yep, 6 NPC's and invisible wolf or whatever confirmed. Fix this, and make all giant monsters respawn. Does this mod add those Deep One items, like weapons, shield and amulet? I guess this is the mod that adds the Yellow King to the Solitude Harbor, is it? Shouldn't it or the gold bars in it appear only after I've slain all monsters?
SirDuke 29. Aug. 2014 um 22:48 Uhr 
Yes I concur with "mahdniss" and "Warlance" that issue has been a real pain in the ass. I had to do the same thing as madniss till I found the problem, it's weird because this would look like the last mod to seem to cause an issue like this. Please fix the mod not for me anymore but for anyone else who wants to play this mod and not receive a head migraine.
asianboy500 23. Aug. 2014 um 10:03 Uhr 
Damn I've been looking for a mod just like this for months.
Araanim  [Autor] 18. Aug. 2014 um 6:11 Uhr 
@mahdniss & Warlance Yeah sorry I'm still working on that. They are supposed to be enabled only at certain points in the quest. I'm not sure why they immediately spawn and follow; apparently the follow package overrides the disabled setting. The first quest isn't tested yet so a lot isn't working.
mahdniss 17. Aug. 2014 um 22:28 Uhr 
It may even be part of your new update, if that helps.
mahdniss 17. Aug. 2014 um 22:25 Uhr 
Thank you Warlance for your comment! I'm having the random npc problem as well. I downloaded a bunch of mods and have been removing them one by one to see if it fixed the solution. Among the six npcs that spawn is an invisible wolf with a weird sound effect that can't be killed or be rid of, even when setting followers to 0 via the command line. It blocks my path, bothers my ears and is all around a real pain the neck! Please fix this author. Until then I am removing.