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Battle pets: spiders, wolves, sea snakes, etc.

FullMax
FullMax
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Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
It is very strange that the necromancer cannot summon zombies and atronachs.
Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
What do you think?
❝A seed is invisible in the ground, but only from it grows a huge tree. Just as invisible is a thought, but only from a thought grow the greatest events of human life.❞
Achievement points 48.250
  • Erickson9610
    Erickson9610
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    FullMax wrote: »
    Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
    I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
    It is very strange that the necromancer cannot summon zombies and atronachs.
    Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
    What do you think?

    Separate abilities for each separate creature (whether via Scribing abilities or via regular abilities) sounds like the best way to get the most functionality out of these other creatures.


    I would like to see these other creatures, mind — it's just that Skill Styling is the cheap way out in this case. Those would be purely cosmetic and would need to function (and animate) exactly like the skill it's applied to.

    For instance, you could maybe make the argument that Blighted Blastbones could be made to look like a zombie, since that ability goes into the enemy's melee range, but that would be vastly underwhelming because that ability explodes upon contact; it also doesn't make sense for a zombie skin to apply to Skeletal Mage because that ability is ranged.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FullMax
    FullMax
    ✭✭✭
    FullMax wrote: »
    Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
    I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
    It is very strange that the necromancer cannot summon zombies and atronachs.
    Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
    What do you think?

    Separate abilities for each separate creature (whether via Scribing abilities or via regular abilities) sounds like the best way to get the most functionality out of these other creatures.


    I would like to see these other creatures, mind — it's just that Skill Styling is the cheap way out in this case. Those would be purely cosmetic and would need to function (and animate) exactly like the skill it's applied to.

    For instance, you could maybe make the argument that Blighted Blastbones could be made to look like a zombie, since that ability goes into the enemy's melee range, but that would be vastly underwhelming because that ability explodes upon contact; it also doesn't make sense for a zombie skin to apply to Skeletal Mage because that ability is ranged.

    Yes, solving the issue with the help of the spell writing system is the most logical option.
    But new skins for werewolves - I would like to) To do this, just change the style of the ability to a bear or any other, even to a boar-werewolf)
    Edited by FullMax on June 26, 2025 4:26PM
    ❝A seed is invisible in the ground, but only from it grows a huge tree. Just as invisible is a thought, but only from a thought grow the greatest events of human life.❞
    Achievement points 48.250
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    FullMax wrote: »
    FullMax wrote: »
    Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
    I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
    It is very strange that the necromancer cannot summon zombies and atronachs.
    Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
    What do you think?

    Separate abilities for each separate creature (whether via Scribing abilities or via regular abilities) sounds like the best way to get the most functionality out of these other creatures.


    I would like to see these other creatures, mind — it's just that Skill Styling is the cheap way out in this case. Those would be purely cosmetic and would need to function (and animate) exactly like the skill it's applied to.

    For instance, you could maybe make the argument that Blighted Blastbones could be made to look like a zombie, since that ability goes into the enemy's melee range, but that would be vastly underwhelming because that ability explodes upon contact; it also doesn't make sense for a zombie skin to apply to Skeletal Mage because that ability is ranged.

    Yes, solving the issue with the help of the spell writing system is the most logical option.
    But new skins for werewolves - I would like to) To do this, just change the style of the ability to a bear or any other, even to a boar-werewolf)

    I'd like to see those other werebeasts as enemies in the game first before considering Skill Styles to turn Werewolf into one.


    If those enemies reuse Werewolf animations, then great — they'll be compatible. However, it would look off to see them (when played by other players or yourself) doing werewolf-specific actions like pouncing, howling, and roaring, which are tied to Werewolf's Active Abilities. What werelion howls like a wolf?

    But if those enemies do not reuse Werewolf animations, then they are not compatible, and cannot be used as Skill Styles at all. That's why we won't see Werewolf Behemoth as a Werewolf Transformation Skill Style, despite it also being a werewolf.


    In either case, it would be better to have separate skill lines for becoming those monsters, since they're vastly different from Werewolf. Believe me, ZOS could come up with far more engaging playstyles for other werebeasts if they weren't tied to using Werewolf's toolkit — maybe Werevultures have a swooping attack, or Wereboars have a charging attack. Some of the non-Werewolf werebeasts can do actions that wouldn't make sense for a Werewolf to do, and it's those actions that should be highlighted in those alternate werebeast skill lines.
    Edited by Erickson9610 on June 26, 2025 4:49PM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FullMax
    FullMax
    ✭✭✭
    FullMax wrote: »
    FullMax wrote: »
    Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
    I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
    It is very strange that the necromancer cannot summon zombies and atronachs.
    Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
    What do you think?

    Separate abilities for each separate creature (whether via Scribing abilities or via regular abilities) sounds like the best way to get the most functionality out of these other creatures.


    I would like to see these other creatures, mind — it's just that Skill Styling is the cheap way out in this case. Those would be purely cosmetic and would need to function (and animate) exactly like the skill it's applied to.

    For instance, you could maybe make the argument that Blighted Blastbones could be made to look like a zombie, since that ability goes into the enemy's melee range, but that would be vastly underwhelming because that ability explodes upon contact; it also doesn't make sense for a zombie skin to apply to Skeletal Mage because that ability is ranged.

    Yes, solving the issue with the help of the spell writing system is the most logical option.
    But new skins for werewolves - I would like to) To do this, just change the style of the ability to a bear or any other, even to a boar-werewolf)

    I'd like to see those other werebeasts as enemies in the game first before considering Skill Styles to turn Werewolf into one.


    If those enemies reuse Werewolf animations, then great — they'll be compatible. However, it would look off to see them (when played by other players or yourself) doing werewolf-specific actions like pouncing, howling, and roaring, which are tied to Werewolf's Active Abilities. What werelion howls like a wolf?

    But if those enemies do not reuse Werewolf animations, then they are not compatible, and cannot be used as Skill Styles at all. That's why we won't see Werewolf Behemoth as a Werewolf Transformation Skill Style, despite it also being a werewolf.


    In either case, it would be better to have separate skill lines for becoming those monsters, since they're vastly different from Werewolf. Believe me, ZOS could come up with far more engaging playstyles for other werebeasts if they weren't tied to using Werewolf's toolkit — maybe Werevultures have a swooping attack, or Wereboars have a charging attack. Some of the non-Werewolf werebeasts can do actions that wouldn't make sense for a Werewolf to do, and it's those actions that should be highlighted in those alternate werebeast skill lines.

    Well, bears and boars can make a beastly roar instead of a wolf's howl, otherwise, they are the same omnivorous animals, and can also pounce on prey. But yes, I would like some kind of plot branch about a clan of werebears, or something like that.
    ❝A seed is invisible in the ground, but only from it grows a huge tree. Just as invisible is a thought, but only from a thought grow the greatest events of human life.❞
    Achievement points 48.250
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    FullMax wrote: »
    FullMax wrote: »
    FullMax wrote: »
    Hello. I noticed that many NPCs have combat pets: spiders, wolves, zombies, flesh atronachs, sea serpents, etc.
    I would really like to be able to replace the bear at Warden, even if only as a skin, with other listed pets, and also give the necromancer the ability to summon zombies and flesh atronachs.
    It is very strange that the necromancer cannot summon zombies and atronachs.
    Also, a very good idea is to change the skin of werewolves to werebears and werehyenas.) There are many options.
    What do you think?

    Separate abilities for each separate creature (whether via Scribing abilities or via regular abilities) sounds like the best way to get the most functionality out of these other creatures.


    I would like to see these other creatures, mind — it's just that Skill Styling is the cheap way out in this case. Those would be purely cosmetic and would need to function (and animate) exactly like the skill it's applied to.

    For instance, you could maybe make the argument that Blighted Blastbones could be made to look like a zombie, since that ability goes into the enemy's melee range, but that would be vastly underwhelming because that ability explodes upon contact; it also doesn't make sense for a zombie skin to apply to Skeletal Mage because that ability is ranged.

    Yes, solving the issue with the help of the spell writing system is the most logical option.
    But new skins for werewolves - I would like to) To do this, just change the style of the ability to a bear or any other, even to a boar-werewolf)

    I'd like to see those other werebeasts as enemies in the game first before considering Skill Styles to turn Werewolf into one.


    If those enemies reuse Werewolf animations, then great — they'll be compatible. However, it would look off to see them (when played by other players or yourself) doing werewolf-specific actions like pouncing, howling, and roaring, which are tied to Werewolf's Active Abilities. What werelion howls like a wolf?

    But if those enemies do not reuse Werewolf animations, then they are not compatible, and cannot be used as Skill Styles at all. That's why we won't see Werewolf Behemoth as a Werewolf Transformation Skill Style, despite it also being a werewolf.


    In either case, it would be better to have separate skill lines for becoming those monsters, since they're vastly different from Werewolf. Believe me, ZOS could come up with far more engaging playstyles for other werebeasts if they weren't tied to using Werewolf's toolkit — maybe Werevultures have a swooping attack, or Wereboars have a charging attack. Some of the non-Werewolf werebeasts can do actions that wouldn't make sense for a Werewolf to do, and it's those actions that should be highlighted in those alternate werebeast skill lines.

    Well, bears and boars can make a beastly roar instead of a wolf's howl, otherwise, they are the same omnivorous animals, and can also pounce on prey. But yes, I would like some kind of plot branch about a clan of werebears, or something like that.

    Yes, but the problem is that Hircine's Bounty is a separate skill from Werewolf Transformation. You can't have a Skill Style affect two separate abilities at the same time.

    Even if we had a Skill Style to change the SFX and animation of Hircine's Bounty to something else to fit that alternate werebeast, that would mean that a werewolf could use it, and it would be mismatched from the werebeast it was intended for.

    Disabling the entire skill is out of the question, and the alternative is letting the skill with its mismatched SFX and animation persist on the wrong werebeast.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tsaescishoeshiner
    tsaescishoeshiner
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    Especially with subclassing allowing anyone's characters to use Animal Companions, it would be amazing if it had skill styles for different themes and parts of Tamriel. No changes to the ability's mechanics would be needed since various creatures already have combat animations, but it would probably be a lot of technical work for the visuals. I think it would fit the skill line most to focus on natural animals from different environments, as opposed to undead or anything.
    PC-NA
    in-game: @tsaescishoeshiner
  • FullMax
    FullMax
    ✭✭✭
    Especially with subclassing allowing anyone's characters to use Animal Companions, it would be amazing if it had skill styles for different themes and parts of Tamriel. No changes to the ability's mechanics would be needed since various creatures already have combat animations, but it would probably be a lot of technical work for the visuals. I think it would fit the skill line most to focus on natural animals from different environments, as opposed to undead or anything.

    Sorcerers should have the skill to summon ice, fire, and lightning atronachs. They have the magic of sorcery, but they cannot summon any atronach... With the exception of the storm atronach. The base of this magic school.
    It can be implemented as pages of enchantments that cannot be bought, but only obtained by completing a chain of quests, and for each chain a new atronach would be given to summon.
    Edited by FullMax on July 15, 2025 9:27PM
    ❝A seed is invisible in the ground, but only from it grows a huge tree. Just as invisible is a thought, but only from a thought grow the greatest events of human life.❞
    Achievement points 48.250
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