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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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You could just make the bounty go to zero while a Werewolf and make them hostile to you (the guards) which would be a very easy fix and you wouldn't have to mess around with AI.

Also for the body suit can you please use the Grey variation as blue isn't really a good werewolf colour Wink

Also could you please up the speed if you haven't already as I want to see what it looks like when you are faster then running speed while in sneak, because the sneak animations do look more wolf like.

Edit: I just thought of a way of how to sort of Disable the inventory, why don't you constently remove what is in the inventory?

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 03.11.2006 20:05.

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Grey variation? Well if I can find it I will :D

Hmm bonty to zero, intresting thought, currently I let my bounty go up to 100000 so they would atatck me and I wouldn't be able to choose pay gold, I'm already adding hostility and was wondering why they were still asking me... Lets have a look if that works.

In the bodysuit the legs are already changed so it looks more wolve like, ill have a look what looks better sneaking highspeed or running

edit: Great idea! too bad it doesnt work =( the bodysuit is in the inventory and will get removed aswell, of course you can then immediatly add the suit and equip it again but thatll create massive message spam

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The Old Ye Bard
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Couldn't you remove any new items added? Using the OnAdd function?

The greybody suit is on TESsource, just search werewolf of Lycanothropy.
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Onadd only works on the item, so id hav to attach it to every object in the game Dancing Banana

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The Old Ye Bard
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Mad

Did you mange to get the guard thing I suggested to work?

Edit: For the menus couldn't you use some of the stuff on this page (http://cs.elderscrolls.com/constwiki/index.php/MenuMode) along with the disable function?

Edit: like disabling 1002, the inventory?

Edit: Should we also Implement Lock bashing aswell and disable being able to lock pick? As that would be very big boost to imersion as I don't think a werewolf could be very precise with a lock pick Wink

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disable doesnt work like that, I havent been working on the script for a hour (watching a movie)

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The Old Ye Bard
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Should we also Implement Lock bashing aswell and disable being able to lock pick? As that would be very big boost to imersion as I don't think a werewolf could be very precise with a lock pick Wink

quote:
disable doesnt work like that, I havent been working on the script for a hour (watching a movie)


Well is there any other way we could use these codes to disable there specific functions?

Edit: For detecting the Hand-to-Hand attacks couldn't we use,

OnHit

OnStartCombat

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Onstartcombat is fine but it will not track hits or deaths, onhit would work but we gotta atatch it to every npc :D I think I found a way but ill need to test it before I'm sure

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quote:
Originally posted by The Old Ye Bard
Should we also Implement Lock bashing aswell and disable being able to lock pick? As that would be very big boost to imersion as I don't think a werewolf could be very precise with a lock pick Wink

Actually, if we're trying to disable the werewolves' inventory system, should we bother allowing them to open chests at all?


Edit: Although it would be extremely cool to replace a chest subject to lock-bashing with a smashed chest and its items on the ground...hmmm....that's probably a lot more work than it's worth, though...

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Psychotic
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They would still need to open locked doors.
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Ah -- true dat. Dunce

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We have permission from the author of the bodysuit Rocking Banana

I might have 2 ways to find out when the player kills something:

1 - Shoot a spell every frame (maybe a little bit less often) with a nice area (100) check who are all dead in that area, if theres a dead guy very close to you, you killed him (an area of 5 or something like that) if the body is further away you adder a token to the body so we know that body wasnt killed by the play.
Problem with this is that itll trigger on any dead body close to you that hasnt been spotted before, so if someone else kills a guy right next to oyu, your supposed to have killed him.

2- Use setpcfactionmurderflag and getpcfactionmurderflag to use a build in kill detector.
Problem with this one is that itll be a fairly large script, maybe causing some performance drop (only a little since itll only be exeuted once in a 2-3 secs)


Edit: Toyb I just looked at boosting speed while sneaking.. and its bad.. I mean really bad :lmao: the problem isn't the speed or the stance, the problem is that the wolves paws are moving like crazy :lmao:

Option 1 seems to be working, it just need soms tweaking to ensure best performance and make the kills detect everytime

Edit 2: Handtohand kill detection is now implemented =) theres 1 bug though, the player can now equip a weapon =/

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This post has been edited 2 time(s), it was last edited by Siesta Guru: 04.11.2006 10:41.

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I think I jsut disabled the inventory.. Confused

I'm owndering why it works though, lol its supposed to give billions of equipped messages, but it doesnt.

Ah well lets be happy Dancing Banana

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Cool! lets just hope it stays disabled Good job!
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Well disabled... every item gets removed every 0.25 second so ull never be able to use any items (quick tab clickers can stil use items like potions or hammers,but every other thing will be unusable). I currently have it at every 0.25 sec (approximatly) to not kll the cpu, quest items wont get removed either but thats a weakness of removeallitems comand.. all items will placed in players inventory when he turns into human

Edit: Btw this was toybs idea but I thought it would suck because of equiped messages (suit gets removed aswell so it needs to be added again) but somehow that doesnt happen =/

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If you place the item at the players location and then make the object activate the player you won't get any annoying messages Good job!

It's a useful litte cheat
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yeh that are additem messages.. I'm talking about equipitem messages, I cant remove those in any part where I'm trying to remove them.

Edit: I think I've gotten rid of all bugs I could find, now I'm gonna see if there are any major bugs left and go fix em, if not ill upload it

Edit: Well thats major bug #1, ctd when transforming whilehaving a arrow on me bow.

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Do scriptspells make a sound when they hit you? I keep getting little booms when I turn my sound on(i usually play without it)

Edit: Yeh great they do Eek 1 only area though, will changing the script magic effect cause many compatability issues?

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Are you talking about the script that is supposed to detect the dead NPCs?
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Yeh and scare them, and a detection for npcs around when transforming, so that they can report you to the local police

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I think they do produce a sound. That might cause some immersion problems with the spells that are cast more frequently (like every 1-2 seconds or so), they would produce a LOT of booms.

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if it was only once in 1 or 2 secs... its 1 a frame, I can shut them sounds off by changing the script magiceffect.. but thats bad too

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I have a question. Have you guys got the model for the werewolves of are u guys working on just the scripting atm.

This must be realy complex. Good luck with the work guys.
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Weve got a model from a exterior source, currently I'm jsut scripting.

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quote:
Originally posted by Siesta Guru
I can shut them sounds off by changing the script magiceffect.. but thats bad too

You're probably just thinking of the hardcoded magic effects... if those are modified the modifications will translate to all the spells using those effects, so yes that would be bad.
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You sure? I thought effects would ask the data from the magic effects thingy so if you change the magiceffect it will indeed change every effect but that wont cause compatability issues, only if someone else changes the magiceffect it will, or isn't that true? Confused hmm well anyways it seems like I need to find another way to do each of those effects, I already know a kill detection method without the area effect but thats even worse for compatability since it will not work with new factions.
So it wont work with any other beyond cyrodill project which is really bad.

Ill think of a way.

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For kill detection you can always use a lesser power that will let you "feast" on corpses. I dunno

As far as the magic effects go if you for example change the speed of the projectiles of the fireball effect every fireball spell in-game will shoot faster projectiles.
This goes for every effect, though I'm not sure that these effects are what you were intending to modify... I might have simply misunderstood you.

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Well yes something like that, no script effect will make sounds anymore if I change it, but I dont think anyone cares about those sounds, do you?

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quote:
Originally posted by Siesta Guru
Well yes something like that, no script effect will make sounds anymore if I change it, but I dont think anyone cares about those sounds, do you?

I think they might... I don't know.
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I've only read the last 2 pages, but can't you use GetPCMiscStat 5/6 for kill detection? Two checks per second should be fast enough, so there is no performance hit. For detection and scaring I think an area of effect script is the best way to go. Transforming is only once, so if you wish you can hide the sound by playing a louder one at the same time.

For scaring people I recomment casting a very big area of effect spell at the player every second or even once every two seconds and add a scripted effect that adds a token to the target when they're an NPC. The token should have a script to trigger the running and screaming when the player comes close and they should remove themselfs when the player is not a werewolf anymore (do an IsSpellTarget check). You can try casting the AoE spell on an xmarker above the player to reduce the volume, but keeping the marker in place might be a waste of resources and the higher the marker is the bigger the AoE spell has to be.

I look forward to being a werewolf in Skyrim, good luck with the script!
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How does the "Ghostly Visage" spell form PJ's spell compendium work, maybe that could give you some ideas?

Qazaaq, welcome and thank you for your contribution. Cheers

Using the GetPCMiscStat function sounds interesting, but I'm no scripter.
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never heartd of the miscstat, but I know for sure that placing a xmarker will also create sounds, and thats bad.

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Could you intergrate the scripts in this mod into the script(s) you already have so instead of lock picking which is now imposible (because of the inventory being emptied every so often) it gives players the chance to bash them to breakage point. It wouldn't be so handy for chests, but for doors it would be really handy.

Also if you haven't aready, in the new race stats could you set it so they recieve more damage from silver weapons.

Cheers,

TOYB
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Hmm great idea Good job! theres only one thing that troubles me a bit with this mod, its in OOO 1.31, so does anyone know how to make sure no compatability issues arise when using it with ooo?

Ah ill guess ill have a look at the lock bash scripts first and see where they can cause problems

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It should be compatible as you can't use heavy weapons, actually any weapons at all and it doesn't work by changing the locks.
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Where are you at with this? Also you might want to look for some Werewolf noises, or get Sulan to get some for you.
11.11.2006 19:08 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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Well currently I'm kindda stuck on the sounds created by the aoe spell, but I think I might have found a way 1 minute ago, I can tell you in a few minutes if I got it to work.

About the sounds, how can you replace the normal uff and ahs by wolve sounds? The only way I know of is creating a new race but you cant change the pc in that race.

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11.11.2006 19:10 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
The Old Ye Bard
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quote:
Originally posted by Siesta Guru
Well currently I'm kindda stuck on the sounds created by the aoe spell, but I think I might have found a way 1 minute ago, I can tell you in a few minutes if I got it to work.

About the sounds, how can you replace the normal uff and ahs by wolve sounds? The only way I know of is creating a new race but you cant change the pc in that race.


I thought you had already gotten a new race...
11.11.2006 19:23 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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No Eek 1 where did you get that idea? Its impossible to change the players race, we can make a new one for the wild werewolves but I havent done anything for those yet.

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11.11.2006 19:29 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
No Eek 1 where did you get that idea? Its impossible to change the players race, we can make a new one for the wild werewolves but I havent done anything for those yet.


Are you sure, I thought there was a change race function. If you could try and change the race it would solve a lot of things.

Though I could of sworn you had made it a new race already I dunno
11.11.2006 19:36 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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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » The Mead Hall » Scripting Werewolves

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