Here There Be Monsters: Call of Cthulhu
Комментариев: 299
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applezig 2 мар в 22:58 
Araanim  [автор] 2 мар в 18:49 
Oh shit, the limit is lifted!
Looks like we're back in business.
Araanim  [автор] 2 мар в 10:44 
I'll let you know when I upload it to the Nexus.
applezig 2 мар в 9:34 
Araanim  [автор] 2 мар в 9:30 
**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 фев в 13:11 
What's Cthulu's model?
todd.summerwind.roll 16 фев в 14:58 
no, the necromonicoms writer was sang to by insects in the desert
Araanim  [автор] 16 фев в 10:00 
@todd War of the Insects? (Genocide)
todd.summerwind.roll 14 фев в 10:38 
the insects are singing
Lord TickleDicks 3 фев в 18:42 
make a part 2
Darth Gaia 2 фев в 0:19 
there is always the nexus
Araanim  [автор] 1 фев в 13:22 
So it seems this mod has become too large to upload to Steam... That might be a problem.
Darth Gaia 28 янв в 20:31 
dude i love the idea im gonna try it and report any bugs
Ilikeballs 24 янв в 22:11 
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  [автор] 24 янв в 6:01 
@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 янв в 21:18 
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 янв в 16:00 
Ill get this later when im sure it will work and not destroy my computer.
Looks great though
Araanim  [автор] 14 янв в 6:41 
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 янв в 10:02 
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 янв в 20:31 
Awesome awesome this brings back old memories
g1zm02k 30 дек, 2014 в 18:27 
"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 дек, 2014 в 23:16 
im now terrified of the water.. thank you xD
krystalcaste 5 дек, 2014 в 16:08 
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  [автор] 5 дек, 2014 в 14:10 
@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 дек, 2014 в 13:04 
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  [автор] 29 ноя, 2014 в 11:19 
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 ноя, 2014 в 6:29 
keep going, awesome mod
That Guy 10 ноя, 2014 в 1:00 
Is it close to done?
Araanim  [автор] 7 ноя, 2014 в 5:22 
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 ноя, 2014 в 19:38 
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 ноя, 2014 в 18:42 
You will be first to be consumed my child.
ExosDawnwalker 14 окт, 2014 в 10:56 
Noteably a mod called Wyrmstooth, as well as a ship called Northern Cardinal tied to the Wyrmstooth mod
Araanim  [автор] 12 окт, 2014 в 18:01 
@Exos What mods is it conflicting with?
Blanc (White Heart) 12 окт, 2014 в 0:11 
@ExosDawnwalker: Have you tried removing it via the "disable" console command?
ExosDawnwalker 29 сен, 2014 в 12:08 
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 сен, 2014 в 2:17 
@Araanim can you do Sea
Serpent and Maormers like from TESO?
Araanim  [автор] 5 сен, 2014 в 13:07 
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  [автор] 5 сен, 2014 в 13:03 
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 сен, 2014 в 9:38 
Okay, I encourage you to fix it, as this should be awesome.
Araanim  [автор] 4 сен, 2014 в 9:18 

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 сен, 2014 в 13:32 
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 авг, 2014 в 22:48 
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 авг, 2014 в 10:03 
Damn I've been looking for a mod just like this for months.
Araanim  [автор] 18 авг, 2014 в 6:11 
@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 авг, 2014 в 22:28 
It may even be part of your new update, if that helps.
mahdniss 17 авг, 2014 в 22:25 
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.
Implying this post acounts skill 16 авг, 2014 в 12:37 
this reminds me of terraria bosses eye of cthulu and the brain of cthulu.
Warlance 10 авг, 2014 в 19:10 
for some reason this mod spawns a ton of random npcs that range from a morthal guard to a sailor that follow me for no reason, its either a compatibility issue or this mod is just bad, both are reasons to downvote a mod so.... sorry
Jamez 2 авг, 2014 в 3:53 
How do I start this quest?
Nylakalus Botz Firedraft 28 июл, 2014 в 15:23 
It's really laggy when im in the area of the small town and underwater part and i had to uninstall it, but i will still keep en eye on this mod. :)