Scripting Werewolves |
InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,289
Location: UK
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WereWolves?
I am creating WereWolves, I used PostalDudes mod for help so some
things are similar but I am implementing more. Trying to find a way to
stop the player from using weapons, wearing armor and entering the
inventory. Most other things on the list seem doable.
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10.05.2007 13:18 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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A carbon copy of 'The Curse of Hircine' should work right? Their
mechanics are pretty sound as far as NPC werewolves go; not so sure
about the player as I haven't been bitten yet in my game lol.
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11.05.2007 06:33 |
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quote: |
Originally posted by Richard
A carbon copy of 'The Curse of Hircine' should work right? Their
mechanics are pretty sound as far as NPC werewolves go; not so sure
about the player as I haven't been bitten yet in my game lol. |
They use OBSE though.
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11.05.2007 07:53 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,289
Location: UK
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I am trying not to use OBSE and mine seems fine so far.
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11.05.2007 09:48 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,289
Location: UK
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Question: Can I take the lead for the Werewolves?
Update:
This is only personal use so far need authors permission for a public release but here goes.
I used PostalDudes script for refereance when making my scripts of
the player changing, this meant I hade the proper change and the
abilities were set right. I was looking at the Polymorph mod and used
the scripts from there to make the player actually morph into an animal
instead of just equipping armor at a specific time. So far its just a
wolf but that can be changed.
So in note form:
*Player changes into wolf at night and back during the day
*Actual transofmation into a wolf, this can be changed
*All abilities are set
*No inverntory can be accessed
*No Weapons or armor can be used
*Player gets some abilities that can be usled only when a wolf, like night vision.
There is problably more but cannot think of it of the top of my head.
Also I need to figure out the feeding because originally this was done
with a spell. So as you can see its a proper werewolf experience.
All I need is someone to make a WereWolf creature, you can use the
animations for the Werecroc and just make a new mesh and texture,
anyone up for it.
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14.05.2007 12:15 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 814
Location: Netherlands
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I say we need a new creature, like the werewolfs in TES3 MW: S. Animations can be made
* I say you go with toggeble Nighteye and Lifedetection.
* Weakness to silver weaponry
* If an NPC finds you transforming he becomes hostile with a high fleerate?
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14.05.2007 12:33 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,289
Location: UK
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Toggeble Night Eye and Life detection done, weakness to silver weapons, I will get on it.
Last one not too sure how to implement, though I am thinking of how it can be done.
Hopefully I get the go ahead but I was reading through the thread to
see whats been done and some people said they were working on it.
As for a model, could you do Mormacil?
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14.05.2007 12:37 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,289
Location: UK
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Oh ok, well at least the scripting is there, more to work on like NPC's
catching you and a few samller things but it is almost done, also I had
the NPC's actualy transforming when I was using just the suit but some
modifications are needed then you should be a ble to see NPCs that
transform into werewolves at night, I also have it so you catch the
disease when you have been attacked, just like Vampirisim.
Edit 2007.05.16 10:19:
I have attached the first esp for you to try out, there are only 10
werewolves placed in Tamriel but if you use the console and imput this:
coc TestGuy
then you will be placed in a testing cell with a werewolf.
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14.05.2007 12:52 |
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Wolvman
First Knight
Registration Date: 01.09.2006
Posts: 98
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Well I tried out your werewolf mod and it seems that walking stops
working shortly after you transform into a wolf. Also could you add a
way to get out of the test building and into Cyrodiil. I have no way to
get out that I can see. |
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25.06.2007 02:16 |
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KnightOfShor
Protector
Registration Date: 10.07.2007
Posts: 12
Location: Skyrim (at heart)
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If possible, I'd love to see the werewolves be lore-accurate, as in as
close to Bloodmoon as possible. To be perfectly blunt, I am not a fan
of the current werewolf bodysuits... they're too upright and look too
much human and not enough wolf.
I mean, who didn't stop and say "Whoa, that is cool." when the
Bloodmoon werewolves took to all-fours when running? I've been trying
to think about how to pull this off. It will be very difficult without
the OBSE, but I respect the decision not to use it.
I've heard rumor of a tool that lets you build custom skeletons coming
out in the near future. That would certainly simplify things. Has
anyone else heard word on this?
I'm a huge werewolf fan myself. As a matter of fact, I'd say my #1
gripe with the Oblivion mod community right now is the lack of a truly
Bloodmoon-calibur werewolf mod. I'm not sure who's working on what, but
I'll gladly help in any way I can to make this aspect of Skyrim all
that it deserves to be.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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10.07.2007 21:45 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Any word on these either?
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19.07.2007 10:34 |
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KnightOfShor
Protector
Registration Date: 10.07.2007
Posts: 12
Location: Skyrim (at heart)
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I'm actually working on a separate werewolf mod with jcarl who designed
the current "good" werewolf- he one that MOE and Divine Paladins use.
He's making a model that looks more hunched and Bloodmoon-ish.
Theoretically, it will do everything I mentoned in my last post on this
thread (except running on all-fours.)
The only problem is, it uses the Polymorph script which is OBSE
dependent. I'd love to contribute whatever I can- I'm sure jcarl can at
least lend you the finished model- but unless someone knows how to
CHANGE the player into a different creature without OBSE scripts, I
can't really donate this to Skyrim.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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19.07.2007 16:59 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Likewise; as I'm sure the majority of our prospective audience will
have the capacity to figure out how to install it if they don't have it
already.
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20.07.2007 05:51 |
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KnightOfShor
Protector
Registration Date: 10.07.2007
Posts: 12
Location: Skyrim (at heart)
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I was reading through the thread- I thought TYOB said ABSOLUTELY NO OBSE....
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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20.07.2007 06:16 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Psychotic is a Jarl though so he's in charge
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20.07.2007 09:00 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I am slightly opposed to OBSE inclusion, but maybe If we bundled it
with the mod to avoid any confusion (perhaps with an automatic
installer?) I guess I would be okay with that. |
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21.07.2007 00:10 |
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KnightOfShor
Protector
Registration Date: 10.07.2007
Posts: 12
Location: Skyrim (at heart)
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How possible would it be to actually create an installer like the one
that came with Shivering Isles rather than release this a'la most
Oblivion mods, which is pretty unintuitive to most people.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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28.07.2007 21:28 |
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Hidden
Warder
Registration Date: 11.05.2007
Posts: 46
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quote: |
Originally posted by InsanitySorrow
WereWolves?
I am creating WereWolves, I used PostalDudes mod for help so some
things are similar but I am implementing more. Trying to find a way to
stop the player from using weapons, wearing armor and entering the
inventory. Most other things on the list seem doable. |
Okay, but I would to point out that the mod contained a major bug. A
really nasty one in fact. It has been recently fixed, so you might want
to check out the latest version. |
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11.08.2007 18:09 |
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