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:
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)