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Go to the bottom of this page Scripting Werewolves
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The Old Ye Bard
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Scripting Werewolves Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Okay as the Werewolves are going to be one of the more harder things to implement, we might aswell start now.

Things the script(s) needs to do

Negate infection of Vampirism

Starts the Werewolf questline

Must change into werewolf at set times

Must kill prey during time when a werewolf, otherwise when the PC wakes up he finds that his health has been damaged (Not meaning his health has gone down, but the maxium mount he has got goes down)

It must fource equip the body suit when in werewolf form

It must disable the inventory when in werewolf form

It must disable magic when in werewolf form

It must disable being able to pick things up

It must change the values of certain atributes

It must force PC into third person

If the PC turns into a werewolf or back into his normal form while a person is watching the PC must be treated as a werewolf when in public (sort of the same as when vamp).

The PC cannot be infected with Lycanothry when a Vamp

When in Werewolf mode people should instantly try and kill you


I think I might of missed a few more things, so anyway scripters feel free to try and get all of these effects working. Use the daedric armour as a stand-in for the werewolf body suit. Also I forgot to mention that we will need some new hand-to-hand animation while in werewolf mode as punching your enemy doesn't seem to smart Wink

edit: Unsticked 10/12/2007

This post has been edited 1 time(s), it was last edited by Alasdair: 10.12.2007 21:11.

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I don't know about the rest of the effects (most of em seem doable) but the force third person isn't doable. I'm not so sure about the inventory either, maybe we can do somehting like the quest where tou are in some guys dreams, but thats the closest we can get.

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thePOSTALdude
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I did something similar in my Non-Modular Oblivion Enhanced mod, the 13th version. Feel free to look into my scripts...

http://planetelderscrolls.gamespy.com/Vi....Detail&id=1443

It doesn't do everything on this list, let's take a look at it:

quote:
Negate infection of Vampirism


My Lycanthropy is fully compatible with Vampirism

quote:
Starts the Werewolf questline


No quests in my mod, but there are a few journal entries.

quote:
Must change into werewolf at set times


Completed, there is also a red magical effect when changing forms. You can view this in one of my screenshots.

quote:
Must kill prey during time when a werewolf, otherwise when the PC wakes up he finds that his health has been damaged (Not meaning his health has gone down, but the maxium mount he has got goes down)


Something similar has been added, for example you need to feast upon a corpse each night. Until you do that, your health will remain a bit lower. However, this goes away when you become human again.

quote:
It must fource equip the body suit when in werewolf form


Does this with no bugs, even if your head is larger than the werewolf head model or if you have a Khajiit/Argonian tail. And the best thing is that it doesn't even appear in the player's inventory. You should mark the suit as "Not-Playable".

quote:
It must disable the inventory when in werewolf form


Not done.

quote:
It must disable magic when in werewolf form


Done, but magic isn't completely eliminated. Magical stats are reduced to zero. But you can still wear rings and amulets or receive "blessings" which boost your magicka and magical skills to allow you to use spells again.

quote:
It must disable being able to pick things up


Not done.

quote:
It must change the values of certain atributes


Enhances physical attributes/skills and even weapon skills a bit, but drains everything else (to zero).

quote:
It must force PC into third person


Not done.

quote:
If the PC turns into a werewolf or back into his normal form while a person is watching the PC must be treated as a werewolf when in public (sort of the same as when vamp).


Not done, but all NPCs (excluding friendly Dremora and Dark Brotherhood members) do treat you as a werewolf and will not talk to you even if charmed.

quote:
The PC cannot be infected with Lycanothry when a Vamp


Not done.

quote:
When in Werewolf mode people should instantly try and kill you


Not done for all NPCs, only guards. (Bandits and enemy creatures will try to kill you anyway...) I strongly disagree with this, most sane civilians would run in terror, not try to fight a werewolf.

quote:
Also I forgot to mention that we will need some new hand-to-hand animation while in werewolf mode as punching your enemy doesn't seem to smart


Not done unfortunately, I have no idea how to do it.

quote:
Use the daedric armour as a stand-in for the werewolf body suit.


I disagree with this, it's supposed to be fur, not metal. Imagine that "metally" sound when the fur is equipped, completely unappropriate. It would be even worse for example if it appears in the repair menu as broken equipment. For my mod it's under "Clothes".
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Take a look at the warecrocodile in the "Lore Creature Expansion" mod, that would be a far better way to do it. What we will need for that is a werewolf model (not as a suit but as a creature), a bunch of animations (the daedroth anims might be useful here) and the warecroc script with some changes made to it.
It also needs to be noted that the OB Script Extender is needed for the warecrocodile/werewolf script to work.

As using the default player animations in werewolf form looks as silly as hell (and I don't know of a way to suddenly change the anims the PC uses with a script) this might be the only way to go if we want the werewolves to move in a realistic manner.
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Your right but its the best to avoid Obse if we can, and other mods have done realistic movement with a werewolf suit, so why wont we be able to?

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Because the werewolf will move exactly like the player does normally. As far as I've seen most mods don't add any separate animations for werewolves. The werewolves will need to use their claws to attack (not their fists like the player in normal form does), they also need to be a little hunched over like the daedroth is which would also make their walk and run animations different.

So many mods use OBSE today (many of those mods are very popular) that by the time we release anything big almost everyone will have OBSE on their computer. There was a poll on ESF recently about how many people use OBSE and the results showed that MANY people use it indeed.

This post has been edited 1 time(s), it was last edited by Psychotic: 29.10.2006 11:54.

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Take a look at this screens:

http://img198.imageshack.us/img198/2029/screenshot300ay3.png

looks fine to me (this is done with a bodysuit)

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What mod is that exactly (a link perhaps)?

I'm not sure, but the character on that screen could only be in sneak mode.
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http://www.elderscrolls.com/forums/index...howtopic=545682

I'm not sure if the animations are fully implemented yet but on the last page the creator says soemthing about them.

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29.10.2006 12:06 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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If I understood correctly there are no new animations in the mod yet, the creator said that he is still experimenting with them. I don't know if he'll manage to make 'em work properly, but if he does then good for us (oooo a rhyme). :D
29.10.2006 12:17 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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WEll I think he already made some:

Working on animations,
http://img142.imageshack.us/img142/1961/un...ldwolf54pw0.jpg
http://img142.imageshack.us/img142/7268/un...ldwolf53qs0.jpg
http://img142.imageshack.us/img142/3958/un...ldwolf52kf1.jpg
http://img142.imageshack.us/img142/318/und...ldwolf51rd2.jpg
Howling at the moon!

if he's doing a howling at the moon animation, I'm sure he's done walking animations

Hm link seems to fail when I click on it here, its on page 7

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 12:22.

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I can't open those images. Confused
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Yeh its starnge, me neither, just look on page 7 of that thread and find the text I copied =)

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That's great then. Yes My only concern is if he'll be able to make them work on the player only when he is in werewolf form.
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Well I think he only has the animations if the player is wearing his suit, so we can easily adapt that into what we want (if were allowed to use his work ofcourse)

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If 'tis so then good.
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Liquid Cheese
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What suit are we planning on using? Or are we using a creature?
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The werewolf model from "Lore Creature Expansion" is the best imo. It isn't finished yet, but it is not far from completion I think.
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When are you going to transform into a werewolf? Only when there is a full moon? or every night? If its every night we'll only need one model, but if its only when the full moon is out we might want different models, since Oblivion has different moons. When the small moon is full the player could shift into a normal wolf, when the big moon is full they use one of those body suits with whatever custom anims come with it, and when both moons are full they become the daedroth anim using werewolf, because that by far would look the most menacing and badass.
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There is no getmoonphase in the editor I'm afraid, so I think we gotta stick with every night.

Edit: I'm working on a werewolf script atm and got the basics of it working, my idea at the moment is that youll get a aditional rage level every day as a werewolve, these rage levels will give you bonusses in strenght, speed, endurance ,health, fatigue and handtohand as long as you're a werewolve, if you're normal these rage levels will drain your health.

You can remove rage levels (not all of em at once) by killing human non-npcs (slowly) or killing npcs (very quickly)

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 16:42.

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How was it pulled off by that mod back in Morrowind? And is there any other way to do it, like are the moons always full a set number of days a part, so could we do it based off date to simulate its based off of moons?
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We can't detect the moon cycle, but we can make the moon come out every night or every week and stop it at other times.
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There was a getcurrentphase in Morrowind =) thats how they pulled it off, if we know exactly how the game decides which phase it is we can use day and month instead, but thatll be kindda complicated (maybe some other mod pulled this off, I dunno)

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You can disable the inventory, it is done in several places like when you watch M.dagn fight Martin and in the mage's guild questline where the Dremora gives the note to the dude. There is a force third person function.

Also I've said this many times, no OBSE. The suit works fine and soon there will be new animations for it. Only one of he moons controls Lycanothry and finally I think the function that disables the inventory also stops the PC being able to pick up things.

And lastly I think to go around the bug where you can use amulets and stuff I think that it might be best if we remove the entire inventory when the PC is in werewlf form. Also I forgot to mention, the PC should be able to turn into a werewolf at anytime, but only once per day. If he hasn't turned into one in that day he is forced to change when the moon comes up, and if he is forced it plays a movie sequence. I said use the daedric armour before in the script as a stand in for the werewolf suit until we have it (with permission). Liquid Cheese is working on some new Werewolf/Hircine movies for the Werewolf questline and for the werewolf change.
29.10.2006 19:09 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
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I'm sorry but you cant disable the inventory, what ur talking about is disabling everything but viewing, its called viewing mode. You cant do anything at all when in viewing mode (movement, fighting everything)

There is no thirdpersonforce command, its on the obse wishlist, quote from wishlist:

"# ForceThirdPerson, ForceFirstPerson - force camera view. Useful for mods that force or move the player in ways that look bad in third person, also for scripting cutscenes. GhanBuriGhan "

Amulets disable is really easy so we wont have to use strange things like that.

Werewolve at any time isn't hard at all, I currently got only between 0 am and 6 am in my werewolve script but that can be changed, ull need to give more details about when your allowed to change though.

Daedric can be used indeed, I'm currently using necromancers robes but it wont make any difference.

Edit: A little question, does anyone know how to let something trigger when you kill something? I've found a way but it uses a weapon with a script on it, that means it uses blade instead of handtohand

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 19:23.

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There is the OnDeath function...
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Yeh but then ill have to add it to every npc there is I nthe game =/ ondeath triggers when the actor dies, not when the player kills something else.

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quote:
Originally posted by The Old Ye Bard
There is the OnDeath function...

That would only work if you list every "killable" reference in the script.

Edit: Beaten to it I guess. :D

This post has been edited 1 time(s), it was last edited by Psychotic: 29.10.2006 19:32.

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there is a "Kill" function...

Edit: There is a force sneak function we could use, we could just give the PC a major boast in speed so they don't slow down, whcih would make it very cool and more werewolf like.

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 29.10.2006 19:37.

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Hmm why doesnt this work? I got a item that I'm equipping that takes all slots except weapon, it should remove the amulets rings, everything when equipped, but somehow they dotn get removed Confused
I'm a walking necromancersrobe without a head atm :D

Edit: Forcesneak does work indeed but what does it change?

And kill well... kills something it doesnt check if somethings killed or the thing we need..

I'm currently using a onhit script on a weapon that has getself.getdead == 1 in it to check if the guy whos been hit died, but this must be attached to a weapon so hitting with the hands wont do.

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 19:41.

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quote:
Originally posted by The Old Ye Bard
Edit: There is a force sneak function we could use, we could just give the PC a major boast in speed so they don't slow down, whcih would make it very cool and more werewolf like.

But we will still need a new attack animation and walking really fast in sneak mod looks very strange. + I think the force sneak function is only for NPCs.
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The PC can have more than one ring, I suggest forcing on the PC a whole lot of other rings that don't appear in his inventory. Or removing the rest of his inventopry when he is in the werewolf mode.
29.10.2006 19:41 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siesta Guru
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Yeh I'm adding two rings now and I equip those, but it creates some message spam.

Btw: Why cant werewolves wear rings?? If its just for the magicka boost I can jus tmake a drain magicka 10000 ability.

While I'm asking that: Why cant they drink potions or use the inventory?

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29.10.2006 19:43 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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quote:
Originally posted by Siesta Guru
While I'm asking that: Why cant they drink potions or use the inventory?

No pockets. :D
29.10.2006 19:46 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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:lmao: I see, well ill just remove the inventory then.. but then ulll be able to pick up new items =/ hmm gonna be hard. A bit too hard for just the no pockets..

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29.10.2006 19:50 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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Hmm I finally got the unequip everything to work.. well almost, rings dont seem to be able to be removed in this way, but ill find a way soon.

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29.10.2006 21:44 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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I think werewolves should be able to wear rings. They might not have pockets but they have fingers, and they are not so savage that they wouldn't be able to appreciate a good magical item.

The only problem is that a ring shouldn't enable them to cast spells.
29.10.2006 21:48 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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Naw ill make sure they cant cast spells :D well spells that cost magicka that is.. theyll still be able to cast from scrolls and greater powers.. but reading a scroll to dhoot some spell is acceptable right?

Edit: I can just remove any greaterpower for as long as there werewolve, its harder with scrolls

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 21:52.

29.10.2006 21:51 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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Try removing the ability to cast from scrolls if you can. If it's not possible then never mind, it's not that important.
29.10.2006 21:55 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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I can't ill need hardcoding for that Mad

Hmm why does this drain 10000 magicka give me over 70000 magicka? thats odd Confused

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29.10.2006 22:07 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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