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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » The Mead Hall » Scripting Werewolves » Hello You
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Go to the bottom of this page Scripting Werewolves
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InsanitySorrow
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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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Richard
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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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The Old Ye Bard
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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.
11.05.2007 07:53 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
InsanitySorrow
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I am trying not to use OBSE and mine seems fine so far.

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InsanitySorrow
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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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Mormacil
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I say we need a new creature, like the werewolfs in TES3 MW: S. Animations can be made Wink
* 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 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
InsanitySorrow
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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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Mormacil
Herma-Mora the Woodland Man


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Not really :/ I'm able to model a house but that's it. But well I mean a normal wolf isn't cool Tongue Perhaps editting the existing wolfmesh, to enlarge the shouldermussles.

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This post has been edited 1 time(s), it was last edited by Mormacil: 14.05.2007 12:50.

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InsanitySorrow
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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.

Attachment:
7zSanies Lupinas.rar


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Wolvman
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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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KnightOfShor
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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.

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Richard
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Any word on these either?
19.07.2007 10:34 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
KnightOfShor
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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.

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Psychotic
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I think we can use OBSE for something as important as this. Yes I was always pro-OBSE actually.

This post has been edited 1 time(s), it was last edited by Psychotic: 19.07.2007 18:19.

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Richard
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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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KnightOfShor
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I was reading through the thread- I thought TYOB said ABSOLUTELY NO OBSE....

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20.07.2007 06:16 KnightOfShor is offline Send an Email to KnightOfShor Search for Posts by KnightOfShor Add KnightOfShor to your Buddy List
Richard
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Psychotic is a Jarl though so he's in charge :D
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Alasdair
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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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KnightOfShor
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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.

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Hidden
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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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