Here There Be Monsters: Call of Cthulhu
311 kommentarer
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Al Sah-Him 25 apr @ 3:47am 
don't remind him that it exists or you'll be paying 5 bucks for it unless you've backed it up into an archive for manual installation later
nocigames 25 apr @ 12:28am 
I was wondering if you are still working on this, because I would really love to play it after I finish your first mod, also the limitations have been lifted here on the workshop, so you have space again ;) anyway your mod seems nice and I'm looking forward to slaying some more monsters
Since you ran out of space an idea is that you could make mulitple mods out of it
NotAPlane 13 apr @ 3:44pm 
Based off my favorite book
Ardenstrom 8 apr @ 4:57pm 
You bet!
Good luck with getting mod straight!
Araanim  [skapare] 8 apr @ 7:13am 
UPDATE: I am so, so close. I've got most of the kinks worked out of the quests, but there's still some stupid bugs I can't quite fix. I've been working on some customs texture work for the Deep One weapon set and some Maormer weapons/armor. The last major hurdle is the final battle at Rl'yeh (I have to completely reconstruct a second "risen" Rl'yeh, because the Creation Kit doesn't let you just copy a Worldspace) so that will take some time. I'm also teaching myself 3ds Max and rigging a Cthulhu model. It will be incredible when it's done, but I gotta power through. I'll try to upload soon so you guys can test some things if you want. I hope you're as excited as I am!
BLUEGAMER 1 apr @ 6:50pm 
lol the titels from pirates of the cariabein
Ardenstrom 31 mar @ 6:21am 
Please upload the mod fully!
☯Coylie3☯ 23 mar @ 7:20pm 
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 mar @ 11:12am 
idh-yaa is invisible too
ishootnoobs01 20 mar @ 11:10am 
the underwater people are invisible for me or something i cant see them
Audax Ender 16 mar @ 7:44am 
Thank god it´s back!
Applezig 2 mar @ 10:58pm 
Araanim  [skapare] 2 mar @ 6:49pm 
Oh shit, the limit is lifted!
Looks like we're back in business.
Araanim  [skapare] 2 mar @ 10:44am 
I'll let you know when I upload it to the Nexus.
Applezig 2 mar @ 9:34am 
Araanim  [skapare] 2 mar @ 9:30am 
**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 @ 1:11pm 
What's Cthulu's model?
todd.summerwind.roll 16 feb @ 2:58pm 
no, the necromonicoms writer was sang to by insects in the desert
Araanim  [skapare] 16 feb @ 10:00am 
@todd War of the Insects? (Genocide)
todd.summerwind.roll 14 feb @ 10:38am 
the insects are singing
Hank the Propane man 3 feb @ 6:42pm 
make a part 2
Darth Gaia 2 feb @ 12:19am 
there is always the nexus
Araanim  [skapare] 1 feb @ 1:22pm 
So it seems this mod has become too large to upload to Steam... That might be a problem.
Darth Gaia 28 jan @ 8:31pm 
dude i love the idea im gonna try it and report any bugs
Epitri 24 jan @ 10:11pm 
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  [skapare] 24 jan @ 6:01am 
@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 @ 9:18pm 
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 @ 4:00pm 
Ill get this later when im sure it will work and not destroy my computer.
Looks great though
Araanim  [skapare] 14 jan @ 6:41am 
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 @ 10:02am 
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 @ 8:31pm 
Awesome awesome this brings back old memories
g1zm02k 30 dec, 2014 @ 6:27pm 
"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 dec, 2014 @ 11:16pm 
im now terrified of the water.. thank you xD
krystalcaste 5 dec, 2014 @ 4:08pm 
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  [skapare] 5 dec, 2014 @ 2:10pm 
@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 dec, 2014 @ 1:04pm 
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  [skapare] 29 nov, 2014 @ 11:19am 
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 @ 6:29am 
keep going, awesome mod
That Guy 10 nov, 2014 @ 1:00am 
Is it close to done?
Araanim  [skapare] 7 nov, 2014 @ 5:22am 
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 @ 7:38pm 
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 @ 6:42pm 
You will be first to be consumed my child.
ExosDawnwalker 14 okt, 2014 @ 10:56am 
Noteably a mod called Wyrmstooth, as well as a ship called Northern Cardinal tied to the Wyrmstooth mod
Araanim  [skapare] 12 okt, 2014 @ 6:01pm 
@Exos What mods is it conflicting with?
Blanc (White Heart) 12 okt, 2014 @ 12:11am 
@ExosDawnwalker: Have you tried removing it via the "disable" console command?
ExosDawnwalker 29 sep, 2014 @ 12:08pm 
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 @ 2:17am 
@Araanim can you do Sea
Serpent and Maormers like from TESO?
Araanim  [skapare] 5 sep, 2014 @ 1:07pm 
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  [skapare] 5 sep, 2014 @ 1:03pm 
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.