[WIPz] Curse of Hircine - Resurrected

Post » Wed Sep 01, 2010 10:42 pm

Greetings, I am currently working on an unofficial modification to Curse of Hircine. This version will fix all the remaining bugs and add extra features made possible by newer versions of OBSE. I have already contacted the original developers and received permission to release this mod. This version will not have any new werewolf quests but I might be willing to work in a team to add them if there is enough interest. This mod is very nearly complete and I'm planning to release a test version soon, but the final version won't be released until after OBSE 19 final is released.

Now, for the animation request. I'm looking for someone to create a running on all fours animation. The animation would be used with the OBSE ToggleSpecialAnim command to replace the run animation when the player/npc transforms to wolf. Note, important: I'm using OBSE commands to swap the player/npc skeleton with a modified skeleton from the Skeletal Variation resource by Talkie Toaster. So the animation needs work with the modified skeleton. Please contact me if you are interested.

Screenshots:
http://i797.photobucket.com/albums/yy260/reverse_Order/Oblivion/CurseOfHircine/Werewolf1.png
http://i797.photobucket.com/albums/yy260/reverse_Order/Oblivion/CurseOfHircine/Werewolf2.jpg
http://i797.photobucket.com/albums/yy260/reverse_Order/Oblivion/CurseOfHircine/Werewolf3.jpg
http://i797.photobucket.com/albums/yy260/reverse_Order/Oblivion/CurseOfHircine/WerewolfItems.jpg

Curse of Hircine forum thread:
http://curseofhircine.20.forumer.com/viewtopic.php?t=393


Changelog:

Spoiler

Bugfixes:
- Increased priority of cidwwquest to fix dialogue issues.
- Now COH Options item immediately activates player if dropped.
- Fixed Minotaur/"Disintegrate Armor" crash bug due to a problem with the nif file.
- Edited cidwwfaction to remove redundancies, removed SetFactionReaction from ini script.
- Fix loading a non-wolf savegame when a wolf keeping the cast/wait key disabled.
- Witness script fixed. NPC dispositions must be above 80 to not report you.
- Infected npcs now use a token to control transformation instead of a spell script.
This fixes all the bugs related to magic effects (all actors of same base type transforming).
- Fixed applying ai-packages for infected npcs so they attack in combat.
- Fixed bug for knocked out essential werewolves being stuck permanently knocked out. This is actually a bug in
vanilla oblivion. If an essential actor is knocked out then has health restored. When it's time for the actor to get up,
instead health is reset back to 0 and the actor stays knocked out.
- Fix killing npc witness after fleeing through load door not lowering witness count.
- Removed "Quest Item" status from all items added to npcs (this prevented feeding on
respawned npcs previously fed upon and infected npcs respawning with werewolf suit).
- Fixed camera switching to 1st person when howling/feeding if already in 3rd person.
- Undead creatures cannot be fed upon even if you are able to feed on normal creatures.

Tweaks:
- Can feed in combat if enemies are not within a certain distance (has ini file option).
- Allowed willing transformation in combat.
- Hand to hand skills increases as a werewolf.
- You have a random chance to transform on 3/4 moon phases, higher chance closer to full moon.
- Werewolf scent detection only appears if you are sneaking.
- Can only infect npcs if their level < player level + 5.
- Can only have a maximum of 6 missed feeds.
- Now sets the FAIFleeConfBase game setting higher when wolf form so most npcs flee.
- Improved cidwwvictim.kill/resurrect script to get npcs to detect player as wolf.
- Added werewolf manes from Lost Paladins of the Divines (converted by caldurham).
(The following were identified by Funky:)
- Essential actors and werewolves cannot be witnesses.
- Vampires cannot be werewolves with certain mods.
- Player now cannot be reinfected with werewolf disease as a werewolf.
- NPCs cannot be infected if dead or already infected.
- Prevent npcs from equipping quivers and torches.
- Receive message when feeding on an inedible corpse instead of howling.
- Debug menu now has options to add/remove Hircine Ring & Moon Clock.

Updated OBSE features:
- Closing menus as werewolf now uses CloseAllMenus, fixes closing book/scroll menu.
- Use ClickMenuButton to cancel sleep mode if you are sleeping when you transform.
- Using ToggleFirstPerson instead of TapControl to avoid a delay switching camera.
- Swap player/npc eyes with yellow eyes (from Capucines Character Expansion) during the night.
- Using TapControl instead of GetControl & TapKey
- Using DisableControl instead of GetControl & DisableKey
- IsKeyPressed -> IsKeyPressed3
- Enablekey -> EnableControl
- Added INI file to enable disable certain features
- Uses GetFirstRef/GetNextRef used to detect feeding so it's faster.
(OBSE 19 features:)
- Modified Game Settings are now reset to correct values after loading a save game.
- Player/npc skeleton swapping using a modified skeleton from Talkie Toaster's
Skeletal Variation resource. Werewolves are now more hunched over.
- Silver weapons (has "silver" in it's model path) now do more damage to werewolves.

Object Modifications:
- Werewolf claws does increased damage (20).
- Added extra werewolf fur and fang ingredients, lowered value of werewolf heart.
- Most abilities are now diseases to avoid messing up the player's leveling.
- cidwwbodysuit enchantment now increases acrobatics (55), athletics (45).
- Removed drain fatigue from bloodlust (caused bugged fatigue).
- Werewolf Body enchantment now has 25% Resist Frost (50% - 25% Weakness to Magic).
- Increased Health on all armor/weapons to 9999.
- Created new artifact, the Moonstone. An amulet rumoured to have been created from a piece
of the Bloodmoon, it is able to instantly transform any werewolf to wolf form until unequipped.
- Added proper icons for config and moon clock created using screenshots of the two moons.
- The Moon Clock icon visually displays the current moon phase.
- New werewolf cure/infect potion and npc added to make them.
Potions can be given to npcs to cure them.

Better Feral:
- Created a wwferal variable that increases when you willingly transform.
- You become feral if wwferal >= 3.
- It starts decreasing after 3 days of not tansforming by one per day.
- The time it takes to willingly transform decreases when feral.
- Feral Instincts now adds +5 agility, +5 speed.

Updated Dreams:
- Added more dreams.
- You only get dreams on 1/2 to full moon phases (unless missed feed or feral).
- Only one dream per moon phase.

Wild Werewolves:
- Fixed duplicate items and spellcasting.
- Added cidwwsuittype token to save werewolf suit type.
- Now each region has specific fur color that are more likely to be found.
- Wild npc werewolves can now follow you in the same way as npc companions.
But they won't follow you forever, they'll forget about you if you get too far away.
- Wild werewolves now appear as naked insane wanderers with Bloodmoon style names.

Infected NPCs:
- Now randomly transform in 3/4 moon phases.
- Modified npc ai-packages to allow swimming, falling, & must complete.
- Infected NPCs in wolf mode can be activated to switch follow/wander mode.
- SetIgnoreFriendlyHits is set to 1 during werewolf mode.
- Added a "- Werewolf Config" topic to infected npcs. This allows you to enable/disable
all the advanced features (skeleton swapping, eye swapping, etc.) per npc.
This makes it more compatible with infecting npcs from companion mods.
- Modified howling to transform companions to increase chance with each howl
- Infected npcs can be recruited and ordered to follow you around in human form
if they like you (disposition >= 80).
- If they don't like you, they can still be ordered around if they are going
to change and it's after 8pm. So you can get them out of town before they change.
(Added features based on Companion Neeshka:)
- NPC companions now sneak when the player does.
- They will flee if player is too far away and doesn't have a weapon out.


New Player Werewolf Leveling:
Added ability to become a good/evil werewolf and gain extra powers. During the night when you transform into a werewolf, you have the ability to gain points by doing certain actions. The points are used when you change back to increase/decrease your werewolf level. The actions you can do depend on if you are currently good (wwlevel >= 10), evil (wwlevel <= -10) or neutral (-10 < wwlevel < 10). Each action is also mutually exclusive (you can only gain points from one action) because, say you're a good werewolf, you shouldn't regain points by feeding on creatures after murdering an innocent.

Actions:
(The top most action that is valid is always chosen)
Good (wwlevel >= 10)
(-3) - either willingly transform or murder an innocent
(-x, max -3) - where x = number of npc feeds
(+x, max 3) - where x = number of creature feeds

Neutral (-10 < wwlevel < 10)
(-1, max -3) - per feeds on npcs after murdering an innocent
(+3-x, min 0) - else, wwlevel increases by 3 - npc feeds

Evil (wwlevel <= -10)
When evil you are required to feed on a number of innocent npcs to become more evil.
This number increases by one for every ten "evil" levels.
(-x, max -3) - where x = number of npc feeds (has fed on required innocents)
(+5) - if not feral and didn't murder an innocent (fast way to become neutral)
(+3-x, min 0) - else, wwlevel increases by 3 - npc feeds


Werewolf Level Powers
(You can reach a max level of +33/-33 depending on if you are good/evil)
Evil:
-10 = enhanced claws (25 damage)
-20 = you gain an "innocent bloodlust", after feeding on the required innocents you get a bonus
-30 = able to "change at will" for 3 hours during the day + bonus regenerate even in normal form

Good:
10 = can feed on creatures (does less healing if willpower < 80)
20 = able to wear amulets/rings as wolf + can change back after feeding (except full moon)
30 = can cast magic/use weapons as wolf + no need to feed (able to prevent transformation if no full moon)

User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Wed Sep 01, 2010 1:05 pm

I've often considered downloading Curse of Hircine but heard it's a bit buggy and I'd probably have to give up on a character if I uninstalled it, but if you can fix it and improve it I'll definitely download it. I've always fancied causing a bit of carnage.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Wed Sep 01, 2010 12:33 pm

Way to go Dragon! NEVER SAY DIE!
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Thu Sep 02, 2010 12:44 am

Thanks a lot for this. When it goes gold, it's a must have for me, since I've got CoH and this mod is going to fix the majority of the bad bugs, and tweak the gameplay in a preferable manner.
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Wed Sep 01, 2010 11:38 am

Update, I received a PM from Hupukki who is willing to make animations. So I don't need anyone else to do it.
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Wed Sep 01, 2010 10:13 am

Best of luck! This is a mod I've been wanting to play, but I'll wait for the cleaner version.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Wed Sep 01, 2010 3:47 pm

This is excellent, I've been using CoH for a while. It will be great to have it finally completed.

I have a couple questions though, How much of the mod will be configurable?
It would be nice to be able to set exactly what is and isn't allowed as a werewolf, like sleeping looting containers etc.
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Wed Sep 01, 2010 3:21 pm

The current ini file has the following options:
enabledebug - enable debug options in the config menu
enableswapskills - set to swap hand-to-hand with blade skills when werewolf
enablewerewolfscent - set to enable npc scent shader either always or just when sneaking
enablesilverdamage - enable silver weapons to do extra damage
allowreinfection - allows you to be reinfected
allowvampireinfection - allows vampires to be infected
mininfectlevel - prevents infecting anyone if (their level <= your level + mininfectlevel) for balance reasons
feedcombatdist - prevent feeding in combat if enemies are closer than this distance
fleeconfbase - value to modify fAIFleeConfBase game setting when werewolf so npcs flee
options to enable/disable eye swapping for player and npcs
options to enable/disable skeleton swapping for player and npcs
togglerunanim - enables the running animation when it gets completed

I guess I could add options to enable sleeping/looting containers when wolf.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Wed Sep 01, 2010 8:52 pm

I'm getting Hupukki to work on the animations except there seems to be a problem with actually importing the modified skeleton into 3ds max. So I'm looking for help, is there anyone who successfully imported one of the skeletons from the Skeletal Variation mod into 3ds max who could help?

I will make new ones with your modified skeleton, but for some reason when I import both head and body, model start looking very strange, but if I import only body, model will look alright. I don't know why model is stretching when I try to move eg model's forearm or foot. ~Hupukki

User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Wed Sep 01, 2010 7:19 pm

Well, thanks so much for this. CoH was always one of my favorite mods, but the sheer amount of bugs and the inability to do many things as a werewolf always made me skitty. It'll be nice to see a bug-free version.

Are you planning to up the werewolf's damage or defense (or make these options configurable)? I found the werewolf form to be more of a punishment rather than a new ability based on how weak that form was compared to your original character. Running a couple or so survival mods only made it worse, because all your supplies disappeared, and you weren't allowed to wait, meaning you had to spend the entire night killing things and piratically dying from lack of food/water/sleep.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Wed Sep 01, 2010 10:41 pm

Werewolf claw damage was already increased and I'm suppose to make health regeneration increase as you level up.

It would be better to create a patch to make CoH compatible with survival mods. But the next version should include ini options to enable sleeping/looting containers when wolf so it shouldn't be too bad.
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

Post » Wed Sep 01, 2010 5:57 pm

Awesome, I've been wanting to play this mod, but I've heard it was pretty buggy.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Sep 01, 2010 5:05 pm

Just checking to see if someone has got the Skeletal Variation skeletons to load correctly in 3ds max.

Also, people keep on requesting a female werewolf model. So is anyone interested in creating one?
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Wed Sep 01, 2010 11:44 pm

Great ! Can you make it compatible with Duke Patrick's Basic Hypotermia ? This way werewolf fur could protect you from cold , another great advantage to become a werewolf
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Sep 01, 2010 4:33 pm

...Also, people keep on requesting a female werewolf model. So is anyone interested in creating one?

Hell,no! I already can see Werewolfs with big boops running arround .. There′re things,you shouldnt even imagine oO
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Wed Sep 01, 2010 3:51 pm

Great ! Can you make it compatible with Duke Patrick's Basic Hypotermia ? This way werewolf fur could protect you from cold , another great advantage to become a werewolf


Sure, I could probably create a patch.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Sep 01, 2010 4:57 pm

Any news ? Can't wait to see this beautiful mod released ! :liplick:
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Wed Sep 01, 2010 11:28 pm

Any news ? Can't wait to see this beautiful mod released ! :liplick:

http://www.tesnexus.com/downloads/file.php?id=35118
http://www.tesnexus.com/downloads/file.php?id=34924
:D
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Wed Sep 01, 2010 2:04 pm

http://www.tesnexus.com/downloads/file.php?id=35118
http://www.tesnexus.com/downloads/file.php?id=34924
:D

Many thanks ! But why is it in [WIPz] status ?
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Wed Sep 01, 2010 9:05 am

Amazing! This mod fixes everything which I thought was wrong with the original. The bug fixes are nice, but what I'm much more exited about is the now random chance at transformation if it's not full moon (transforming every night was such a bother, this new system is much more exiting), and the including of a moon clock, which saves a lot of frustration.

And, most importantly, the new animations. Werewolves running on all fours, just like in Bloodmoon! :wub:

I am so totally going for an evil werewolf. Daytime transformation and increased regeneration? Gief!
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Wed Sep 01, 2010 8:27 pm

Many thanks ! But why is it in [WIPz] status ?


Because I still haven't got around to creating a new thread yet. I also want to wait for obse 19 final to fix some possible crashing issues depending on your computer.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Wed Sep 01, 2010 6:31 pm

So with this mod, you won't transform every night? Just full moons with a chance on other nights? I guess the Ring will allow you to transform anytime too? This sounds perfect. I was always heistant to try CoH because of the every night thing.

One other thing. The new hunched over position is a nice touch, but the positioning of the arms looks a bit odd to me.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Wed Sep 01, 2010 3:14 pm

So with this mod, you won't transform every night? Just full moons with a chance on other nights? I guess the Ring will allow you to transform anytime too? This sounds perfect. I was always heistant to try CoH because of the every night thing.

One other thing. The new hunched over position is a nice touch, but the positioning of the arms looks a bit odd to me.


The original CoH didn't have it every night, just on Full and Gibbous. This mod just makes it so you randomly transform on Gibbous.
I created a different item, the Moonstone, that allows you to transform at any time. The ring just blocks transformations.

I can't really do much about the positioning of the arms unless we get someone to redo all the animations so they don't conflict. It was the best I could do.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Sep 01, 2010 2:17 pm

How common will the werewolves be?
One thing I didn't like about the original (or was it M.O.E Lichcraft and Lycanthropy?) was there were werewolves "everywhere".
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed Sep 01, 2010 10:56 am

Currently, werewolves are not too common. The most common spawn points only have a 1/3 chance of spawning a werewolf. I'm planning to add more spawn points later to make them slightly easier to find.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Next

Return to IV - Oblivion