[REL] Tales of Lycanthropy - Werewolf Overhaul

Post » Sun May 27, 2012 2:48 pm

This is not a heavy lore oriented mod, I never said it was. My inspiration was mostly from movies and the old Morrowind mod called McAsmod Werewolves. List of the movies: American Werewolf in London, Dog Soldiers, The Wolfman (1941), Bad Moon, Wolf, Werewolf of London.


The only reason I was willing to put hundreds of hours into developing this alone, without pretty much any help is to keep my freedom from all the Lore related stuff, and the modern image of super hero lame Werewolves that I knew people would ask me to make.


It's not that I will not listen to any suggestion but I don't care about the lore. I will try not to cross it too hard but that's all.

Ah. I don't care much for Lore-Friendly Mods but I am against "Forced Transformations". I can't stand those, if you ask me. I modded Morrowind to change it and I tolerated Daggerfall because of Hircine's Ring.

I'm only looking for a few Werewolf Mods that adds wild werewolves and improve the combat for werewolves. I do like yours a lot though and glad you did it. So don't think I am insulting you or other negative stuff, okay?
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Isabel Ruiz
 
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Post » Sun May 27, 2012 1:14 pm

Well actually you can have it your way with my mod too. Obtain Hircine's Ring and keep the Amulet of Serenity equipped on the nights of the full moon. This way you will never be turned into a Werewolf against your will... you will suffer a penalty to your regeneration but you could just wait out that night in safety. With the Ring of Hircine you can transform any time you want.
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Jenna Fields
 
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Post » Sun May 27, 2012 8:22 am

Well actually you can have it your way with my mod too. Obtain Hircine's Ring and keep the Amulet of Serenity equipped on the nights of the full moon. This way you will never be turned into a Werewolf against your will... you will suffer a penalty to your regeneration but you could just wait out that night in safety. With the Ring of Hircine you can transform any time you want.

Daggerfall is like, minus the amulet. In Daggerfall, you forced to transform once a month and forced to feed like every few weeks but wearing the Ring of Hircine removes this negative effects. Problem of doing this is you can't wear two rings anymore. My Amulet will always be Talos Amulet while my Ring will be a power Resist Magic ring. If I could have a 2nd ring then it would be Ring of Hircine.
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Invasion's
 
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Post » Sun May 27, 2012 4:33 pm

Update on development plans:

The next version will be some solid rework and it will be released around the next weekend (Saturday most likely.)

New features that are planned to be included (may change):

- Feeding on animal corpses will now be possible. The health rewarded will be one third as it would be for feeding on a humanoid.

- 2 types of Lycanthropy present in Skyrim from now on: The Controlled and Feral. Companion Werewolves will start as Controlled and wild Werewolves will start as Feral. Controlled Werewolves don't get Bloodlust upon transforming and can voluntarily activate their Beast Form once a day, but if they feed on more then 3 humanoids during a single transformation they will gain Bloodlust (see bellow) and they will immediately become Feral Werewolves. Feral Werewolves gain Bloodlust every time they transform, however if they manage to survive not feeding on humanoids for 2 full night as a Werewolf they will become Controlled upon their next transformation. Only Feral Werewolves will be able to use the Skinwalker and Warg necklaces. Controlled Werewolves get the 100% disease immunity only in their human form, while Feral Werewolves also gain 10% increased health regeneration.

- Bloodlust (have to feed each night)
The player Werewolf will take 1% of it's total health in damage every 15 seconds real time (which equals 5 minutes in-game time) until he/she feeds on a humanoid. When the damage happens the player will get a message 'Your craving for human flesh is unbearable...' as well as hear pissed of Werewolf growls. Waiting will not reduce the amount of damage taken, if you wait for 1 hour for example you will correctly get the 12% damage at once and so on. You will not regenerate your stamina in Human form till your next transformation if you have not fed on a human the entire night (survived on animals).

- Strange Wanderer npcs will be able to spawn all around the map.
They will work as bandits during the day and turn into Werewolves under the influence of the full moon. They will have all the cool animations, effects and detail as you would expect. At 5am they will turn back to human, and will be naked and non-hostile (confused). At 6am they will re-equip their armor and resume working as bandits would.

Bug fixes:
- A ton of better scripting for event NPCs, and generally everything.
- No more music problems. Ever.
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Anthony Santillan
 
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Post » Sun May 27, 2012 4:01 am

I guess I influenced some of the newer updates? Sorry, if you didn't wish to do so.
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Nuno Castro
 
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Post » Sun May 27, 2012 2:38 am

I can be stubborn at times, but you did make a solid point. I've also realized it would fit in with a feature I always wanted in the mod: I wanted some kind of bloodlust management system where the player could choose to embrace the hunger for human flash or fight it.

I think this system will work just great, and now we can have more lore friendly Companions with the ability to turn voluntarily and then Feral Werewolves.
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Causon-Chambers
 
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Post » Sun May 27, 2012 12:20 pm

ah and yeah. I actually do like that idea. Makes RolePlaying as a Werewolf much better...

Like, your character gets bitten by a wild one and becomes one. Then, you can do a RP on how your character will struggle to try fight it and over time, your character will finally gain control of themselves and uses their 'gift' to help the innocent.

Now that is a fun roleplaying idea. I wish to do it now!
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Carlos Rojas
 
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Post » Sun May 27, 2012 4:43 am

Do Masser and Secunda separately influence werewolf transformations in this mod? So that, say, you would transform both when Masser is full and when Secunda is full?
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Tikarma Vodicka-McPherson
 
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Post » Sun May 27, 2012 7:06 am

Currently only Masser has effect on the player Werewolf. It's planned somewhere in the future to have a special transformation (bonus stats + glowing eyes) when Masser is full and Secunda is in alignment with Masser.

Secunda alone will not influence the transformations.
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Paula Rose
 
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Post » Sun May 27, 2012 4:38 am

Currently only Masser has effect on the player Werewolf. It's planned somewhere in the future to have a special transformation (bonus stats + glowing eyes) when Masser is full and Secunda is in alignment with Masser.

Secunda alone will not influence the transformations.
Kinda dissapointed to hear that. I liked having two full moons within 4 days of each other like in Daggerfall. (Full moons were every 32 days, with Masser and secunda having a four day difference in their phases) on that note, why do only Masser and Secunda effect lycanthropes when Nirn has ten natural satellites? Why Lorkhan's dead body and not the Aedric Planets?
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Vicki Blondie
 
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Post » Sun May 27, 2012 10:09 am

The way Bethesda designed the lunar system is different in Skyrim then it was in Daggerfall I think. I also don't want the Secunda to have a serious effect as that moon is so small. It could enhance the effect of the Masser however when both are present as I described above.
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Shiarra Curtis
 
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Post » Sun May 27, 2012 4:43 pm

Wow looks good! Thanks for all the hard work!
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Hayley Bristow
 
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Post » Sun May 27, 2012 3:21 am

I love this mod. I have had a few interesting run ins with werewolf hunters. It would have been a tough fight, but they keep picking bad times to try and jump me.

One tried to jump me next to a thalmor patrol, while I was buying moon sugar from a Cat-person dealer. Everyone just turned around and slapped him down.

Another tried to attack me in middle of a dragon fight, I just sprinted away, and the dragon ate him.

On a side note, have you considered making the ring of hircine allowing you to become a werewolf, even if you dont have beast blood? Eventually I was planning on curing myself, and getting vamped (once I find a nice vamp mod that isnt overpowered). I think it'd be neat change of pace to wolf out every now and then.
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Motionsharp
 
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Post » Sun May 27, 2012 3:19 pm

Im assuming this is incompatible with Werewolves of Skyrim?
http://steamcommunity.com/sharedfiles/filedetails/?id=16021

If so, np, this mod (ToL) seems to do the same thing but even more and better features.

EDIT:

I also use Skyrim Unofficial patch, should I load that first or this?
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Jack
 
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Post » Sun May 27, 2012 1:11 pm

No. Please don't use different Werewolf mods together with my one because they will conflict. Only the La Femme Lycana is ok.

The next version will be a major content update and upgrade and it will be released this Saturday or Sunday. Please be patient until then.
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Lauren Denman
 
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Post » Sun May 27, 2012 6:10 pm

I believe I found a bug with your mod. I cured myself of being a werewolf (through the in game quest) and then tried my ring of hircine. Now I am stuck as a werewolf. I waited for 2 days at the location and never reverted. Since I am using the default setting and its not even full moon, thats odd :-)

If it is a bug and your mucking around with that, is there any chance the ring can still be made to work if you cure yourself? Heck, I dont mind changing to a less powerful werewolf, or just keeping my werewolf rest debuff. I am a svcker for vampires, but I still love your mod.
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Laura Elizabeth
 
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Post » Sun May 27, 2012 2:51 pm

I will look into the Cure in the next version. Thanks for reporting that. The Ring of Hircine should not have worked if you are cured.

To change back from a Werewolf you need to set the following settings from the console while you are during the day (from 5am to 20pm):
set Lycan_PlayerIsInfected to 1
set Lycan_PlayerIsWerewolf to 1
set Lycan_HourOfTheWolf to 0

After this you should change back. Also in the next version the transformation will be handled much better and such problems as not turning back will hopefully never happen again.
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Lifee Mccaslin
 
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Post » Sun May 27, 2012 6:09 am

Just wanted to say nice work and I am looking forward to the full version, I'm planning on using it for my brand new run through this week.
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Jade Payton
 
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Post » Sun May 27, 2012 2:29 pm

Version 2.0 is now ready:
This mod features Sanies Lupinus disease, moon based werewolf transformations, 2 new werewolf archetypes, 3 new types of transformation animations, detailed bloodlust system, NPC werewolves, NPC werewolf hunters, animal feeding, 8 different moon phases, stat and howl re-balance and more.

Please view the first post or the nexus site for full description.
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xemmybx
 
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Post » Sun May 27, 2012 2:51 pm

2012.04.04. Version 2.2 - NPC infection and werewolf follower support, slight toning of the npc transformations and the player werewolf script.

How it works:
From now on if you are in werewolf form, you can talk to your current follower (but only him/her and no other NPCs). If he/she is not using a custom race, then you will have the option to bite him/her spreading your disease to the follower.

The bite does massive damage (90% of base health points) so you better make sure your follower has high enough hp. Your follower will be shocked by the pain and will be knocked out for 1 hour in-game time. You can either guard him/her through this duration or just wait. IMPORTANT: Do not try to give your follower commands while he/she is stunned from the initial bite. If possible don't interact with him/her at all.

Once your follower stands up again, she/he is taken over by the disease completely and will transform into werewolf form when you do (only if he/she is your active follower). On moon based transforms he/she will use the longer animation (also the customization setting) while on Ring of Hircine / Beast Form triggered transformations the follower will also use the quicker shift. When you turn back to being human your follower will do the same.

Make sure that you DO NOT DO the following things (in theory they would still work, but can create problems):
- DON'T try to give your follower commands while he/she is stunned from the initial bite. If possible don't interact with him/her at all.
- DON'T have more then one werewolf follower at the same time. (Custom mods that increase the allowed number of followers etc...)
- DON'T dismiss / send your follower away in werewolf form. Wait till he/she fully becomes human again. (Waiting is no problem.)
- DON'T have my original werewolf follower mod and this overhaul installed at the same time.

Companion followers will be already infected so you won't need to bite them.
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Nitol Ahmed
 
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Post » Sun May 27, 2012 5:20 am

Interesting.. I cant wait to see what happens when I have a werewolf companion, while being a vampire, and being stalked by a werewolf random encounter.

Yes, I like the underworld series. :P
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Alexandra Louise Taylor
 
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Post » Sun May 27, 2012 10:44 am

Hmmmm... as it is right now NPC werewolves followers only transform when you do. :S

I could add support for moon based transformations, but you need to be a werewolf to bite them in the first place.
Oh but then again there are the Companions. Hmmm.

I will do the moon support tomorrow.
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Undisclosed Desires
 
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Post » Sun May 27, 2012 1:34 pm

Oh there is also the possibility of biting a follower, then later curing yourself. (If you want to finish the fighters guild quest, you have no other option then being a werewolf at one point).

I suppose a concern is if your not a werewolf, and a companion is, is the player notified when a transformation will occur? I am getting this image of being in middle of a city haggling with a merchant when my companion wolfs out and the city guard descend on us. Which would on one level be really neat to see. On that matter, if you have a town with half a dozen npcs that you have bitten at one point. Would they all turn on a full moon? (I admit that would make one hell of a movie to post on youtube.)

I suppose one solution would be to have some popup the day of the transformation, that asks if today is a good day to stay with us, or should they go into the wild to change. If sent away, they just get ported to some cell a few hours before the change and come back the next day. *shrugs* Just throwing out ideas :-)
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Marine Arrègle
 
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Post » Sun May 27, 2012 11:34 am

I could easily allow the player to infect NPCs with normal swings but it would be game breaking in my opinion (as well as performance breaking, transforming scripts are massive and running it on more then a few NPCs is really not a good idea). For now only followers are going to be able to become infected and it does not trigger on simple attacks but by the dialogue option 'Bite.'


I've thought about it a lot and I think this is the best solution at the moment.


You can still make a mass turning movie as I will allow the player to console infect any NPC for these kind of purposes. The notification is a good idea... I will include that too.
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Jennifer Munroe
 
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Post » Sun May 27, 2012 11:58 am

Do I really need NMM for this to work? can't I just add it manually?
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Liv Staff
 
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