[REL] Tales of Lycanthropy - Werewolf Overhaul

Post » Sun May 27, 2012 3:03 pm

[img]http://www.spwned.net/pics/tol/logo3.png[/img]

Created by Brevi | www.spwned.net

One scratch from a werewolf will stain you with the disease Sanies Lupinus. If not cured within 3 days the corruption will develop into lycanthropy and you will become a beast yourself upon the next full moon. This mod features Sanies Lupinus disease, moon based werewolf transformations, 2 new werewolf archetypes, 3 new types of transformation scenes, detailed bloodlust system, NPC werewolves and werewolf hunters, werewolf followers and NPC infection, stat and howl re-balance and more.

[img]http://www.spwned.net/pics/tol/title_nexus_01.png[/img]


[img]http://www.spwned.net/pics/tol/moon2.png[/img]



Mod discontinued
The development on this mod is stopped so there will be no new updates until further notice.

If someone is interested in building their own werewolf overhaul using the source scripts of mine then I'm up to help their development a bit via messages. Just PM me your questions and bits that you don't understand and when I have time I will answer them. The core features are all there I believe so you can take it in any direction that you prefer...


New werewolf model / textures: The Howling
The file does not require anything other then your base Skyrim installation. There is currently no separate female version but you can use this model together with another author's female model.

Unedited full screen screenshots: http://www.spwned.net/pics/tol/screenshot1.png, http://www.spwned.net/pics/tol/screenshot2.png

[img]http://www.spwned.net/pics/tol/thehowling.png[/img]


[img]http://www.spwned.net/pics/tol/thehowling_reference.png[/img]



Introduction
Lycanthropy is the disease that causes a person to turn into a were-creature. There are several different strains of the disease, most are localized to certain areas of Tamriel, but the most common strain, which turns men and mer into werewolves is reputed to exist in all areas of Tamriel, and Skyrim is no exception.


Download link
http://skyrim.nexusmods.com/downloads/file.php?id=12687


Encountering werewolves in Skyrim
There are two types of new werewolf encounters added in the mod: infected hunters and event based werewolves.

Infected hunters are huntsman who contracted lycanthropy in the wast wilds of Skyrim. They will transform into werewolves on each night of the full moon, while if the moon is only almost full (3/4) then their transformations will be very rare (1% chance every 2 real-life seconds). During any other moon phase they will not turn. In their normal human appearance they will be natural to travelers while as beasts they will attack everything but other werewolves on sight. They share their spawn points with normal hunters isolated from civilization and in their human form it will be impossible to tell them who is infected and who isn't (exception to this is the Scent of the Pack power but you may only possess that if you are a lycanthrope yourself). Infected hunters can be male and female, their race may be Nord, Redguard, Imperial or Wood Elf and they will use the configured transformation animation setting just as the player would. There are around 25 locations where they may be present.

Event based werewolves can appear anywhere in Skyrim outside of settlements and dungeons, if the player is not already infected with the disease him/herself. They will hunt for prey on almost every night of the full moon (75% chance per night), if the moon is almost full (3/4) then the player may still be unlucky enough to be hunted (10% chance per night). During any other moon phase they will not appear. If they start to hunt you, the message 'A sinister shiver runs through you as the moon rises' will appear on your screen and you will start to hear them howling. Please view the image titled 'Werewolves in the night' bellow for more information on different chances, encounters and werewolf types.

[img]http://www.spwned.net/pics/tol/werewolves2.png[/img]



Contracting lycanthropy
The feared Sanies Lupinus disease can be contracted from both infected hunters (only in their beast form) and event werewolves. If you don't cure the disease in 3 days it will develop into lycanthropy and you will become a beast yourself upon the next full moon. If you contract the disease from the wilds you will start as a feral blooded lycanthrope, while if you gain it from the Companions then you will start as a purebred lycanthrope.


Purebred lycanthrope blood
As a purebred lycanthrope you maintain higher control over your condition then most hence you will have the power to trigger your transformation once per day. Companion werewolves will always be purebreds at start, and feral werewolves can 'go clean' if they don't feed on humanoids for 2 full nights and survive. When you trigger your transformation, it will last for 180 seconds real-time (like in vanilla Skyrim) and each feeding (animals and humanoids) will extend it by 30 seconds. You must be careful however as feeding 3 or more times on humans during a single transformation will result in loosing your ability to stay in control of the wolf and you will become a feral werewolf. The reason why feeding on humanoids can strain you is because you don't just devour your poor victims earthly remains... when a werewolf feeds it desecrates the very soul of your prey and your conscious will have to pay the price. Purebreds also gain bloodlust upon transformation but they can get away by feeding on animal corpses.

On the nights of the full moon even purebred werewolves will be transformed whether they like it or not, unless they obtain the Serenity amulet and wear it to prevent the beast from taking over. Wearing the Skinwalker amulet will have no effect on purebred werewolves. Feeding on animals will have no consequences on your condition.


Feral lycanthrope blood
If you embrace the lust for carnage and walk the path of the feral lycanthrope you will be able to feed on human souls as many times as you want as you never hold back anyway. You will be able to wear the Skinwalker amulet to encourage further transformations not just on the nights of the full moon. There is a price however as you won't have the ability to trigger transformation at will (as you are not in control of your condition) and only humanoids will settle your bloodlust. You embrace the big bad wolf inside hence you will gain 50 points of fortified health compared to normal humans when you are not transformed (the beast would not want to loose such an eager host). There is a way to regain control even for the most bloodthirsty werewolf but it won't be easy. You will have to survive two full nights in the row without feeding on humans at all. You will be under the effect of bloodlust (loosing health continuously) and you will have to feed on animal corpses to maintain yourself. Feeding on a human would of course settle the bloodlust but that way you cannot overcome your animal nature. Feral werewolves cannot wear the Amulet of Serenity.


Being a werewolf
If you already have the blood of the beast yourself, then your life and soul will be bound together with the moon. After 6pm each night you will receive a message telling you the current moon phase as you can feel it in your veins. To understand the transformation system and how it can be customized with amulets please view the image titled 'The Hag's Cure necklaces and transformation chance' bellow. If the screen flashes during your regular moon phase message then you will shift into a beast that night at 8pm (unless saved by Amulet of Serenity). The amulets (as seen on the image) can be bought from the The Hag's Cure shop in Markarth. You will shift back into a man or mer each morning at 5am as the moon fades away. As of version 1.8 you no longer need to keep the amulets equipped to maintain their effect (except for Amulet of Serenity), if you put them on just once their effect will stay until you put another one of the lycanthropy necklaces on. Feeding on moon triggered transformations will not prolong the duration... it will always last till 5am in the morning however you will still have to watch how many times you feed on humans if you don't want to gain bloodlust and become feral.

If you don't like the necklace system you can also use console commands to customize the transformation chance:
'set Lycan_Neck to 1' for Crescent Moon settings.
'set Lycan_Neck to 2' for Warg settings.
'set Lycan_Neck to 3' for Skinwalker settings. (will not work for purebreds)

[img]http://www.spwned.net/pics/tol/necks2.png[/img]



Spreading the disease
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 (50 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 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. If the player would be cured from lycanthropy the werewolf followers will remain cursed and will start to shift according to the moon phases instead of when the player transforms (only if they are set as current follower).

As of version 2.3b:
Followers that are werewolves without you being one will now correctly trigger the guards to attack when transformed. When the werewolf follower is set to wait, the guards will no longer be hostile to you if you approach alone.


Werewolf hunters
Every day that you spend as a werewolf (even when you are not transformed) there is a very small chance (1% on default every 1 hour in-game time) that an old seasoned order of warriors that know all about your dark secret will come looking for you. They are always out there... searching... For more details view the image titled 'Werewolf hunters' bellow.

[img]http://www.spwned.net/pics/tol/hunters2.png[/img]



Better scaling
The stat bonuses now vary on different levels to maintain better power balance for werewolves. Please view the 'Werewolf scaling stat re-balance' image bellow for more information. When feeding on animals the health value will be 1/3 of the ones shown on the image.

[img]http://www.spwned.net/pics/tol/balance.png[/img]



New Howling
  • Howl of Terror (default) - pressed once: toggle night eye, pressed longer: fear up to level 100 enemies for 5 sec. (30 second cooldown)
  • Scent of Blood - pressed once: toggle night eye, pressed longer: detect life on humanoids in an area of 500 feet.
  • Howl of the Pack - pressed once: toggle night eye, pressed longer: summon wolves that will have the same hp as you. (60 sec cooldown)


New powers
These powers are now available to all lycanthropes in their human form.

Scent of the Pack
You focus on your surroundings and you are able to detect the blood of nearby werewolves even in their human form.
Lesser Power - Area of 75 feet detect life only on werewolves. Will work on Companion circle members, infected hunters, Sinding and Arnbjorn even in their human form.

Call of the Wild
A howl for help from the wolves of the wild, who come to fight in your defense.
Power (1 use per day) - Area of 75 feet wolves and werewolves will stop attacking you and become your allies. This won't summon wolves / werewolves but will effect the ones near you as a calm spell.


Hircine's Ring
This artifact allows the werewolf to transform into a beast as often as they'd like. When you trigger your transformation, it will last for 180 seconds real-time (like in vanilla Skyrim) and each feeding (animals and humanoids) will extend it by 30 seconds.


Sound
A more sinister transformation sound effect and 8 new howl / growl sound effects imported from the old Morrowind McAsmod werewolf mod. View the credits section for more info on this. I've also created 9 new transformation sound effects using free resource material from the following great sites:
http://www.shockwave-sound.com
http://soundbible.com


Music
6 atmospheric music titles imported from the old Morrowind McAsmod werewolf mod. View the credits section for more info.


Customization commands

set Lycan_TransformationSetting to
Default value: 0
Possible settings are:
0 - random delay + heartbeat + new transformation animations + horror screams
1 - random delay + heartbeat + new transformation animations
2 - random delay + heartbeat + vanilla transformation style
3 - vanilla transformation style

set Lycan_HunterChance to
Default value: 10
Possible settings range from 0 to 1000:
0 - 0% chance each in-game hour for werewolf hunter encounter if you are a lycanthrope.
10 - 1% chance each in-game hour for werewolf hunter encounter if you are a lycanthrope.
100 - 10% chance each in-game hour for werewolf hunter encounter if you are a lycanthrope.
etc...

set Lycan_WerewolfSpawns to
Default value: 1
Possible settings are:
1 - Werewolf hunt events on full moons and 3/4 moons are enabled.
0 - Werewolf hunt events on full moons and 3/4 moons are disabled.

Cheat / Bugfixing commands

set Lycan_PlayerIsInfected to 1
The script can only run once every in-game hour so wait 1 hour for it to take effect. This command will instantly turn you into a full fledged werewolf. Purebred on default.

set Lycan_CureMe to 1
The script can only run once every in-game hour so wait 1 hour for it to take effect. This command will instantly cure you from lycanthropy (both purebred and feral). Once done it will set itself back to 0.

set Lycan_HowlSelect to
This value will only be considered upon the beginning of each transformation. Does not have an effect mid-transformation.
Default value: 1
Possible settings are:
1 - Howl of Terror (fear)
2 - Scent of Blood (detect humanoids)
3 - Howl of the Pack (summon wolves)

set Lycan_Neck to
Default value: 0
Possible settings are:
1 and 0 - Crescent Moon settings
2 - Warg settings
3 - Skinwalker settings (will not work for purebreds)

set Lycan_Werewolf_Type to
The script can only run once every in-game hour so wait 1 hour for it to take effect.
Possible settings are:
1 - Purebred lycanthropy
2 - Feral lycanthropy


[img]http://www.spwned.net/pics/tol/title_nexus_04.png[/img]

Installation
NEXUS MOD MANAGER IS REQUIRED FOR THIS MOD TO FUNCTION!

1. Unpack the .zip file into your Skyrim/Data directory.
2. Select yes if a permission box pops up to overwrite.
3. In Nexus mod manager make sure that Lycanthropy_Audio_by_Brevi.esm is loaded FIRST before anything else including Update.esm. Like this:
[img]http://www.spwned.net/pics/tol/install2.png[/img]
If you forget to do this, your game WILL CRASH when the music would start playing.

To Uninstall just delete the files pertinent to this mod.


Troubleshooting
The mod files should be handled the following way:
Lycanthropy_Audio_by_Brevi.esm <= Must be first in load order.
Lycanthropy_Main_by_Brevi.bsa <= Must be present in your Skyrim/Data folder.
Lycanthropy_Main_by_Brevi.esp <= Should be last in load order, but must be present and loaded.

Lycanthropy_Music.esm file <= MUST BE DELETED as it is obsolete since version 1.8.


Recommended Mods
Use Tales of Lycanthropy - Overhaul together with the following great mods for the best effect and please don't forget to endorse the authors of these impressive projects. (Note that these mods are fully tested for compatibility.)
  • Realistic Werewolves - http://skyrim.nexusmods.com/downloads/file.php?id=13779
  • Sounds of Skyrim - The Wilds by Cliffworms - http://skyrim.nexusmods.com/downloads/file.php?id=10886
  • Sounds of Skyrim - The Dungeons by Cliffworms - http://skyrim.nexusmods.com/downloads/file.php?id=8601
  • Alternate Start - Live Another Life by Arthmoor -http://skyrim.nexusmods.com/downloads/file.php?id=9557

Known Problems
None at the moment.


Contribute
Please add suggestions and feedback that you feel could help.


Compatibility
Due to the extensive changes this mod will NOT be compatible with most mods that affect werewolves and/or the Companion guild. Sorry but that's just the way it will have to be.
  • La Femme Lycana Female werewolf Body by MadCat221 - http://skyrim.nexusmods.com/downloads/file.php?id=7169
  • Tales Of Lycanthropy The call of the Bloodmoon by Xahstur - http://skyrim.nexusmods.com/downloads/file.php?id=15007
  • Werewolf Loot by opensource634 - http://skyrim.nexusmods.com/downloads/file.php?id=9891
  • Realistic Werewolves - http://skyrim.nexusmods.com/downloads/file.php?id=13779
Mods that I currently use and may appear in screenshots and videos:

  • Official HD Texture pack
  • HD Textures DLC Fix by Hionimi and krist2

  • Calientes Female Body -CBBE-
  • Calientes / Official CBBE Face Pack
  • Calientes / Feminine Brows
  • Calientes / CalienteBody Khajiit Textures
  • ApachiiSkyHair
  • Coverkhajiits by mrLenski
  • The Eyes Of Beauty by Gabriel Mailhot

  • Remodeled Armor CBBEv3 by MAK

  • No Enchantment Glow by Kyim
  • Enhanced Night Skyrim by CptJoker
  • Enhanced Blood Textures by dDefinder

  • Sounds of Skyrim - The Wilds by Cliffworms
  • Sounds of Skyrim - The Dungeons by Cliffworms

  • Ask Follower Skills by melbourne47

  • Alternate Start - Live Another Life by Arthmoor
  • Hypothermia by Nitor
  • Third Era Attributes for Skyrim by Faulgor
  • Skyrim Monster Mod by Dogtown1

Special thanks
I would like to take a moment to thank everyone who endorsed and / or commented my mod on the Nexus site. The following users have contributed especially a lot to this mods development, thanks again!

AedilesBeadle
Hidden_7
Jusey1
nskin039
stuffer
T3alrose
Tovias
Xenonychus


[img]http://www.spwned.net/pics/tol/title_nexus_02.png[/img]

Brevi from the www.spwned.net gaming community.
My tester: Maryen. Kisses and hugs. ;)

Morrowind McAsmod werewolf mod team for the sound & music files! Visit their website: http://werewolves.skaarj.com
Full list of credits of the original McAsmod here: http://werewolves.skaarj.com/index.php?bg=1&page=credits
Note however that none of the original McAsmod team members worked on this mod.

Bethesda for Skyrim and the Creation Kit.


[img]http://www.spwned.net/pics/tol/title_nexus_03.png[/img]

  • 2012.04.13. Version 2.4 - Followers will work as intended. (If you had a lycanthrope follower before this version, then use the mediate dialogue once.) Call of the Wild will now work every time, event werewolves will not howl during the day, werewolf hunters are much stronger.
  • 2012.04.08. Version 2.3c - No changes to the esp or the scripts. The mesh files for the NPCs are now correctly included in the bsa file. The grey face bug will be gone.
  • 2012.04.08. Version 2.3b - Followers that are werewolves without you being one will now correctly trigger the guards to attack when transformed. When the werewolf follower is set to wait, the guards will no longer be hostile to you if you approach alone.
  • 2012.04.05. Version 2.3 - Major optimization on the follower scripts and dialogue. Included a new bugfix dialogue option named 'Meditate.' for werewolf followers.
  • 2012.04.04. Version 2.2b - Fixes a coding mistake in the werewolf player script.
  • 2012.04.04. Version 2.2 - NPC infection and werewolf follower support, slight toning of the npc transformations and the player werewolf script.
  • 2012.04.02. Version 2.1 - This version is a must get! Fixes several bugs that came with the new animal feeding system, grammar problems, slight tuning to the werewolf events, infected hunters and the werewolf AI.
  • 2012.04.01. Version 2.0b - Hotfix for the feral beast blood health regen problem.
  • 2012.03.31. Version 2.0 - Backup your save game! This version is a complete rework of everything, introducing new features like 2 new werewolf archetypes, detailed bloodlust, 3 new transformation animations, 2 new werewolf powers, customization options like never before and more...
  • 2012.03.23. Version 1.8c - Back to 6 music songs for now.
  • 2012.03.23. Version 1.8b - Re-compiled all music files at a better quality. No changes in the rest of the files.
  • 2012.03.23. Version 1.8 - The npc events only happen after level 10, otherwise the player would be too weak. werewolf Hunters introduced, they can track you anywhere outside of cities and dungeons if you are a werewolf. Silver weapons burn turned werewolves for 30 damage. For non-werewolves: new hunting NPC werewolves in special events mostly on full moons but 3/4 moon also leave a small chance, they can happen anywhere in Tamriel outside of cities and dungeons. Many different types of werewolves for you to discover, sometimes they will even hunt in packs. The necklace system is changed, keeping them equipped is no longer needed. 4 new howl sounds that you will hear when werewolves are after you. 3 new atmospheric music titles that will play when you are a werewolf. NPC wanderer lycanthropes now only turn on the nights of the full moon or with small chance on 3/4 moon.
  • 2012.03.20. Version 1.7b - Further fine tuning of the music system. The Companion Rampage quest (when you first turn into a werewolf) is scripted better.
  • 2012.03.20. Version 1.7 - The werewolf themed music will never play now when it is not supposed to. Disease renamed to Sanies Lupinus. NPC werewolves will never talk like a human any more. NPC werewolves will no longer attack player werewolves.
  • 2012.03.16. Version 1.6b - Fixes the Ring of Hircine because it was totally broken. No changes made to the .esp, so updating will not cause problems on save games.
  • 2012.03.16. Version 1.6 - Fixes a lot of bugs caused by a failing Creation Kit save function. Recompiled all scripts, re-saved all properties.
  • 2012.03.15. Version 1.5b - Fixes a major bug that caused the player not to transform on his/her first night after joining the Companions Guild.
  • 2012.03.15. Version 1.5 - A ton of optimization and bug fixing. New effect for transforming back into a human, disease now has 100% chance of applying, lifedetect howl now only affects humans and has 500 feet range.
  • 2012.03.14. Version 1.4b Hotfix - Fixes the typo in 'Crescent Moon Amulet' and 'Medallion'. Requires version 1.4 already installed.
  • 2012.03.14. Version 1.4 - 4 different amulets added to let players fully customize the moon cycle system. Complete werewolf stat re-balance. Reworked howl system.
  • 2012.03.13. Version 1.3 - Moon phases fully integrated and introduced into the mod. Fatality bug fixed. Ring of Hircine redesigned.
  • 2012.03.12. Version 1.1b - Fixed the neck seam on the Nord male werewolf near Windhelm. Fixed the bug where NPCs would not equip their armor after turning back to human form.
  • 2012.03.12. Version 1.1 - A lot of fixes like: the mod now automatically sets itself up even if you were a companion werewolf before installing it. Better NPC werewolf scripts. Fixes the rare bug that your weapon would remain equipped as a werewolf. Readme added to the file.
  • 2012.03.11. Version 1.0 - Release.


[img]http://www.spwned.net/pics/tol/title_nexus_05.png[/img]

Companion Circle Followers Redone

Required mods:
  • Calientes Female Body Mod by Caliente: http://skyrim.nexusmods.com/downloads/file.php?id=2666
  • Calientes / Official CBBE Face Pack: http://skyrim.nexusmods.com/downloads/download.php?id=51315
  • Calientes / Feminine Brows: http://skyrim.nexusmods.com/downloads/download.php?id=51318
  • ApachiiSkyHair by Apachii: http://skyrim.nexusmods.com/downloads/file.php?id=10168
  • Remodeled Armor CBBEv3 by MAK: http://skyrim.nexusmods.com/downloads/file.php?id=13004
  • The Eyes Of Beauty by Gabriel Mailhot: http://skyrim.nexusmods.com/downloads/file.php?id=13722

New outfit and looks for Aela, Farkas and Vilkas. They will now scale with the player up to level 100. Vilkas uses heavy armor and 2h sword, Farkas heavy armor 1h sword + shield, Aela bow + dagger and shield. Their AI and skill scaling will be better balanced. Screenshots:

[img]http://www.spwned.net/pics/tol/companions1.png[/img]


[img]http://www.spwned.net/pics/tol/companions2.png[/img]


[img]http://www.spwned.net/pics/tol/companions3.png[/img]

User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Sun May 27, 2012 6:40 am

Wow. Will download ASAP.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Sun May 27, 2012 12:20 pm

Great mod ! I'm a little worried about compatibility with realism mods like Imp's More Complete Needs and Frostfall Hypotermia (which I use) . Can you make patches for them ?
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Sun May 27, 2012 3:34 am

Great mod ! I'm a little worried about compatibility with realism mods like Imp's More Complete Needs and Frostfall Hypotermia (which I use) . Can you make patches for them ?

Why wouldn't they be compatible? It should be fine. Plus, if they aren't, just change the load order.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Sun May 27, 2012 2:32 pm

Every mod that does not affect Werewolves or The Companions should be completely fine. Just as Pink said.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sun May 27, 2012 11:27 am

Download
http://skyrim.nexusmods.com/members/editfile.php?id=12687
(READ the installation guide!!!)

the download link posted is not working...... (SITE ERROR)
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Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Sun May 27, 2012 2:05 pm

Ooops. Corrected:

http://skyrim.nexusmods.com/downloads/file.php?id=12687
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Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sun May 27, 2012 1:39 pm

This mod makes me want to get cured of vampirism and play a werewolf. Sounds brilliant.
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Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sun May 27, 2012 12:17 pm

I want to be a werewolf now. Great work!
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Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sun May 27, 2012 6:17 am

Downloading now, let us see if I am will be touched by a strange wanderer... :biggrin:
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Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Sun May 27, 2012 2:57 am

I have been waiting for this since release. Why they decided werewolves wouldn't change with the moon in vanilla was beyond me. Thanks :).
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Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sun May 27, 2012 4:41 am

This mod sounds great. Will check it out.
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Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sun May 27, 2012 7:26 am

Awesome. :woot:
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Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Sun May 27, 2012 10:04 am

Maybe we can do a cool Vampires vs. Werewolves mod.
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Sun May 27, 2012 4:28 pm

Is there a technical reason why the mod requires mod manager? I have used some other complex mods with .bsa files and none had this requirement.
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Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Sun May 27, 2012 9:52 am

Have you considered adding in something like the perfect circle mod? That basically allows companions to morph into a werewolf.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Sun May 27, 2012 5:35 pm

Is there a technical reason why the mod requires mod manager? I have used some other complex mods with .bsa files and none had this requirement.

Yes. It's because the audio esm file has to be loaded before Update.esm for it to function. You cannot do this with the normal Launcher.


This post is outdated, and will not be kept up to date. For the latest info on the mod please visit http://skyrim.nexusmods.com/downloads/file.php?id=12687
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Dan Scott
 
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Post » Sun May 27, 2012 4:08 pm

Will you be adding some scaling buffs for characters when in human form? Like being a bit faster and dealing more damage?
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Alycia Leann grace
 
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Post » Sun May 27, 2012 8:56 am

Yay, my mod got some external endorsemant! :banana:
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Prue
 
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Post » Sun May 27, 2012 3:47 am

This... will be downloaded immediately when I get home. I've never used a mod manager before, is there any issue with using both a mod manager AND steam?

Thanks!
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+++CAZZY
 
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Post » Sun May 27, 2012 3:29 am

Yay, my mod got some external endorsemant! :banana:

Cheers! ;)


This... will be downloaded immediately when I get home. I've never used a mod manager before, is there any issue with using both a mod manager AND steam?

Thanks!

They work fine together. The nexus mod manager executes the standard Skyrim launcher to get in the game too. It's just a great tool to sort out mod load up order.

Will you be adding some scaling buffs for characters when in human form? Like being a bit faster and dealing more damage?


No sorry, but that is not something I plan to do. Here's a part of the lore that was an inspiration to keep it this way (other then personal preference):
http://www.uesp.net/wiki/Lore:Hircine
'Hircine is the http://www.uesp.net/wiki/Lore:Daedric_Princes whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, and is known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day.'
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Robert Jackson
 
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Post » Sun May 27, 2012 5:11 am

Not bad though goes against lore.

The problem is the Companions are "tamed" werewolves. They have the ability to control their transformations, like Vanilla Skyrim is now. So you might wanna rethink how the Companions Werewolves will be like. I agree with Forced Transformations with Wild Werewolves because these ones are "Wild" and can't control themselves like the Companions can do so.

And trust me, if the Companions can't control themselves then they prolly wont be living in Whiterun at all. They prolly wont be around..

Anyways, overall. I think this mod is very good and you are heading at a good direction. Just might wish to fix that Companions.

What I would do is make it so a Companion Werewolf can control their transformations. And a "Wild" Werewolf can become "Tamed" via the Companions Questline thus making them a Companion Werewolf instead of a Wild One. That is how you might want to look at it and should be quite possible since people had made more than one type of Werewolf before back in Morrowind/Bloodmoon.
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Chloé
 
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Post » Sun May 27, 2012 5:40 am

If I ever wanted to 'fix' the Companions it would be by deleting Jorrvaskr from the map. ;)

The whole Companion questline is overall very weak and rushed in my opinion. They wanted to include a great Werewolf story and a great Fighters Guild story in one, and it ended up being neither.
The time was probably pushing them and overall I would rather develop a new story from scratch then try to fix something that is so wrong from the start.

To me lore is Morrowind - Bloodmoon. Anything that came later then that is irrelevant.
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Je suis
 
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Post » Sun May 27, 2012 2:02 pm

What about Daggerfall's Werewolves? Did you forget about that or never played?

Also, I personally am okay with the Companions. They are 100 times better than Fighters Guild. I hate the Fighters Guild; I always killed them off in the past..

Lastly, you should considered ALL lore from ALL games. Don't exclude lore or otherwise you may make problems with your mods.
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Kellymarie Heppell
 
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Post » Sun May 27, 2012 1:50 am

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.
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Lawrence Armijo
 
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