Scripting Werewolves |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siesta Guru
I can't ill need hardcoding for that
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Never mind then, it doesn't make much of a difference.
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29.10.2006 23:04 |
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In the dream quest it makes it so you can't use magic, maybe you could
look at how they did it. Also the reason why they can't use inventory,
magic and rings is that is how werewolfs in TES have worked in previous
games.
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30.10.2006 05:44 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
In the dream quest it makes it so you can't use magic, maybe you could look at how they did it. |
I'm not sure that goes for scrolls too.
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30.10.2006 11:03 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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30.10.2006 15:42 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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Woohoo, nice one SiestGuru, that will stop those mage wolves in their tracks!
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30.10.2006 18:26 |
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quote: |
Originally posted by Siesta Guru
Well I think the dream quest creates a copy of the player, this copy
starts with nothing on him, the copy can use spells but since he has no
way of obtaining them while in the dream (ill test if player can cast
things when adding spells via
console) However when running through cyrodill as a werewolve you can
obtain spells (unless you disable any way of gaining spells while being
werewolve, which is way too complicated)
I think the best bet is draining magicka, ill try finding another way
but I'm sure you can't completely disable the inventory/spells.
Hmm maybe theres a way to force a player into selecting a spell which has no effect.. dunno
Edit: Yes this might work! Theres a selectplayerspell command, calling
it every frame means the player will never be able to cast his spell
Edit2: Woot it works! no more magic for werewolves
(no spells at all, no scrolls, no greaterpowers) |
That greats
So what do we need to do now? I'm guessing that you need to work in the
Vamp stuff (not being able to contract the Vamp disease when werewolf,
and other way around so you will have to give the Vamp 100% immunity to
the werewolf disease). Also you need to script the Werewolf diesease
into the game, everynight playing a video (it will force sleep onto the
player) and the last night is the first tranformation, where it goes
into the Farm fight thing, found in Liquid Cheeses thread.
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30.10.2006 19:28 |
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Siesta Guru
Elder of Skyrim
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Location: Sleeping in a bar
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30.10.2006 19:35 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siesta Guru
Edit: ow btw how is the player supposed to get werewolvism? Is it a
scripted event or do you get it by getting bitten by a werewolve?
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The official name of the werewolf disease will be "Lycanthropy".
You can get infected in the same way you can contract vampirism, by
having a chance (a chance of around 50%) of getting infected every time
a werewolf hits you.
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30.10.2006 22:28 |
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quote: |
Originally posted by Psychotic
quote: |
Originally posted by Siesta Guru
Edit: ow btw how is the player supposed to get werewolvism? Is it a
scripted event or do you get it by getting bitten by a werewolve?
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The official name of the werewolf disease will be "Lycanthropy".
You can get infected in the same way you can contract vampirism, by
having a chance (a chance of around 50%) of getting infected every time
a werewolf hits you. |
The official name of the Diesease is Sanies Lupinus, which is the name from Lore, found in Daggerfall and BM.
Vampirism works differntly (the scripts,etc) as there is specail
commands specific for it, making our scripts for Werewolfs and Beths
Scripts for Vamps quite differnt.
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31.10.2006 03:41 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
The official name of the Diesease is Sanies Lupinus, which is the name from Lore, found in Daggerfall and BM.
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Ok, Sanies Lupinus it is.
quote: |
Originally posted by The Old Ye Bard
Vampirism works differntly (the scripts,etc) as there is specail
commands specific for it, making our scripts for Werewolfs and Beths
Scripts for Vamps quite differnt. |
My point remains the same, you should have a chance of ##% to get infected every time a werewolf hits you.
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31.10.2006 11:01 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Hmm I use lycanthropy for when you are a werewolve and sanies lupinus
for when you still got the disease, getting the disease will happen jus
tlike every other disease, you add it to a creature and theres a random
chance the plar will get it.
Player becomming werewolve after 3? days of having the disease
Adding texts just like the vampire texts (dreams) cant do this myself
People behaving correctly when your a werewolve (any dialogue/ai experts?)
Balancing (needs playtesting)
There might be more things buti cant thinlk of any.. hmm lets take a look at ur list:
Negate infection of Vampirism - done
Starts the Werewolf questline - extremely easy, ill just need the quest
Change at set times - Done
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) - I got some
system done, its no exactly like what you said though
It must fource equip the body suit when in werewolf form - Done
It must disable the inventory when in werewolf form - Cant be done, I'm sorry
It must disable magic when in werewolf form - Done
It must disable being able to pick things up - CAnt be done
It must change the values of certain atribute - Done
It must force PC into third person - Cant be done
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). - Working on it (people will try to
kill the foul beast)
The PC cannot be infected with Lycanothry when a Vamp - Done
When in Werewolf mode people should instantly try and kill you - Done
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 - I use
a wolfbodysuit (no permission asked yet), Ill need a new animation
indeed but for a weapon not handtohand (rage system cant detect killing
without a weapon, of course you could make some spell that would allow
the werewolve to feast on a dead corpse)
__________________ ou av andanyammis
This post has been edited 1 time(s), it was last edited by Siesta Guru: 31.10.2006 17:04.
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31.10.2006 16:05 |
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For the new animations I think that it might be best to create a new
race and change the hand-to-hand animations to the new one so we don't
get problems, also change all of the sounds of this race to new
werewolf sounds, like growling and howling, etc. At the moment I
believe you have just copied the player, but because you don't see his
face it doesn't really matter. Use the Imperial or something as the
race to modify (meaning making a copy then changing the stuff) also by
doing this you can change the atributes of the Race so it would be
possible to Make NPC werewolfs. For the "Running" animation of the
Werewolfs it would be best to force the PC into sneak and then put the
speed up higher then like say 100, probably 120 or something. Even
though it may not look the best it is better then making the PC run
normally because of the stance and the way the arms and legs move. Also
it seems logical that while in Werewolf mode the PC would be more
sneaky anyway and it gives the PC a bonus at the same time.
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31.10.2006 19:18 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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31.10.2006 19:24 |
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Weapon animation will look 2X as bad, Irecon if we could un-animate the
fingers of the body sit it would make the hand-to-hand animations look
better as it would seem that the Werewolf is "clawing" thier enemy.
However the fingers would not move which is a shame.
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31.10.2006 19:30 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Ah well I'm not an animator, maybe your right
As for now il lstick with a weapon since that seems to be the most
reasonable way of tracking kills (remember not being able to cast
spells, well thatll count for feedingbody spells as well, there can be
only one spell thats used and I think we should use a transform to
human spell there.)
__________________ ou av andanyammis
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31.10.2006 19:40 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Hmm while trying to remove some message spam I've bumped into a
straaange nug =/ pieces of armour that are still equipped but dont take
slots anymore (or atleast it looks like that) I wonder if its usefull
__________________ ou av andanyammis
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31.10.2006 22:46 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Like an "armor token?"
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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31.10.2006 23:20 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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If we use a new race because of the animations and sounds then better
just use a creature as I suggested previously, that will probably fix
the inventory problem as well.
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01.11.2006 00:52 |
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quote: |
Originally posted by Psychotic
If we use a new race because of the animations and sounds then better
just use a creature as I suggested previously, that will probably fix
the inventory problem as well. |
A new creature would either mean not being able to use attacks, or
having to use OBSE, which I won't stand for, and even then it still
doesn't solve the inventory function.
The new race option is still a lot better.
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01.11.2006 03:05 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
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I think he means a creature for the npcwerewolves instead of a race, the player will just stay the player
__________________ ou av andanyammis
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01.11.2006 12:30 |
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quote: |
Originally posted by Siesta Guru
I think he means a creature for the npcwerewolves instead of a race, the player will just stay the player |
no he doesn't as he mention the Inventory and only the PC has an inventory
(in the sense of the problem)
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01.11.2006 19:21 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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I've got the basic system to work
(not every item on the list since they are or undoable or need obse)
Its hard to list everything thats implemented at the moment since its a
lot of thingys, within 2 or 3 days ill release a v 1.0 of this addition
so you can tweak the balancing of it (it sucks atm), and ofcourse
report any bugs found and other things you dont like
The current version has 582 script lines and as far as I know no bugs in it
__________________ ou av andanyammis
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01.11.2006 23:17 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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quote: |
Originally posted by Siesta GuruThe current version has 582 script lines and as far as I know no bugs in it
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Smells like a Fishy Stick to me...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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01.11.2006 23:30 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Ha! I knew it! Gratz SG!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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02.11.2006 02:36 |
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quote: |
Originally posted by Psychotic
Siesta Guru...
quote: |
Originally posted by The Old Ye Bard
The new race option is still a lot better. |
So what you're saying is that the player will be "transformed" into
this new race (by the script) when the body suit is forced on him? |
We are already changing the PC into a differnt NPC(though it looks
exactly like him), changing him into a new race means we can put new
sounds onto him, but the body suit will still go over him so really it
could use the Imperial model. This really is a quick and easy fix for
the sounds and atributes etc, also it means when we are making other
werewolves they can use this race (the body suit will still need to be
equiped manually).
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02.11.2006 03:59 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Hello I have a question, I cant seem to figure why the following script aint working
Its supposed to show a animation of the player transforming into a
werewolve by fading the player out and a werewolve model in at the same
moment ( a npc with wolvesuit) Heres the script:
;--------------------------------------------------
scn 1SKxxGUxTransformAnimationHW
Float Timer
Float fQuestDelayTime
ref Copy
short stage
begin gamemode
if stage == 0
set fQuestDelayTime to 0.001
set stage to -1
animationwerewolve.moveto player
endif
if Timer < 4
set Timer to Timer + GetsecondsPassed
endif
if Timer <= 0.5 && stage == -1
DisablePlayerControls
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 1
elseif Timer <= 1 && stage == 1
player.removespell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.disable
set stage to 2
elseif Timer <= 1.5 && stage == 2
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 3
elseif Timer <= 2 && stage == 3
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
set stage to 4
elseif Timer <= 2.5 && stage == 4
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 5
elseif Timer <= 3 && stage == 5
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
set stage to 6
elseif Timer <= 3.5 && stage == 6
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 7
elseif Timer <= 4 && stage == 7
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
Player.PlaceAtMe SKxxGUxWolveClaws
Player.PlaceAtMe SkxxGUxWolveHead
Player.PlaceAtMe SkxxGUxWolveShield
Player.PlaceAtMe SkxxGUxWolveSkin
EnablePlayerControls
StopQuest SKxxGUxTransformToHumanAnimation
endif
end
;------------------------------
Sometimes I can see the head of the model sticking through the floor
but its supposed to stand at the spot where the player is also standing
=/ Does anyone know how I can get the npc to go to the players spot
(setpos didn't work either)
__________________ ou av andanyammis
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02.11.2006 22:07 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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What happened with Get/SetPos? I mean, was it off a little bit or did it just not work at all?
Also, MoveTo wasn't useful?
Pardon my n00bage: why PlaceAtMe instead of Player.AddItem? The player will wear the items, right?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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02.11.2006 22:44 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Umm the placeatme is kindda complicated it involves a way of getting
the items without message spam, there are easier ways but this is the
most realiable (theres a second script to place em in the inventory and
equip)
Getpos set pos gave exactly the same resuslts as moveto, the npc was
close to the player (below, and behind the player) but not at the exact
spot.
__________________ ou av andanyammis
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02.11.2006 23:46 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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quote: |
Originally posted by Siesta Guru
Umm the placeatme is kindda complicated it involves a way of getting
the items without message spam, there are easier ways but this is the
most realiable (theres a second script to place em in the inventory and
equip) |
Ah.
quote: |
Originally posted by Siesta Guru
Getpos set pos gave exactly the same resuslts as moveto, the npc was
close to the player (below, and behind the player) but not at the exact
spot. |
This might be due to the collision on the PC still being
active...hmmm...I'll look into that, but (more importantly) I'll see
what I can find out about MoveTo PC position in general...
Edit: This might be helpful...calling MoveTo then SetPos
for the same thing in the same script block seems to allow people to
have items float in the air, so we should be able to modify this for
our purposes (meaning we'll need float xpos, float ypos, float zpos,
& float zrot)...
code: |
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short relocate
float pos
begin gameMode
if ( condition )
actorREF.moveTo player
set relocate to 1
endif
if ( relocate == 1 )
set pos to actorREF.getPos z
actorREF.setPos z pos
set relocate to 2
endif
end |
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__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 3 time(s), it was last edited by Qxzyz: 03.11.2006 00:06.
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02.11.2006 23:50 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Balls. I'll keep digging...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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03.11.2006 14:10 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
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Well no animations were the player swaps places with a werewolve npc
that is.. I'm currently shooting a damage fatigue spell at the player,
it looks better then nothing.
__________________ ou av andanyammis
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03.11.2006 14:32 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Check this out
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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03.11.2006 17:13 |
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Siesta Guru
Elder of Skyrim
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Thats pretty intresting, but doesnt polymorph make use of obse?
Or do you mean something else, if you do please tell me what since large scripts I havent written confuse me
__________________ ou av andanyammis
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03.11.2006 17:32 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Sorry -- just wanted to point out the discussion of the Wabbajack script...I should have been more clear.
Perhaps that script is useful?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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03.11.2006 17:51 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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03.11.2006 17:59 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Alpha version is ready, it doesnt contain everything I still have on my
list to add but its a start. But before I upload it I'm going to ask
the creator of the bodysuit I use in this version if its ok to use it,
I don't think he would like it that I put this alpha on the web before
I ask him.
I'm not sure if the alpha is bugfree btw, thats why I want to upload it soon so you can playtest
(if ya have some spare time ofcourse), gamebalancing is also still way off
More negative notes about contents:
- Animations and sounds are bad, especially drawing weapon animation and sounds
ill try to change the script so I can track kills with handtohand
- couldn't get moveto to work so theres a primitive tranformation included
- Have no clue how to disable inventory
- Guards ask if yo want to go to jail or want to resist, kinnda ruins immersion (will be fixed later on)
- To show the current rage level and add some better looking symbols
for spells/symbols I modified DO NOT USE -Darkness, might give some
compatablity issues.
Some positive aswell:
- No Vampire Wolves
- No spells while wolve
- Npcs (non guards) running away in terror as they see you
- a lot of stat modifications while werewolve or human (human only when your rage is building)
- Wolve walking around doesnt even look that bad with this bodysuit
- a lot more things I cant think of
__________________ ou av andanyammis
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03.11.2006 19:55 |
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