» Wed Sep 01, 2010 9:30 pm
Pssh. Warning. Never, not once, in either Morrowind or Oblivion did I contract a disease that I wasn't prepared to snuff out with potions/spells/scrolls. Consequently, I had to intentionally let them run their course if I wanted to become a vampire or werewolf. The pop-ups declaring "You have contracted Porphyric Haemophilia/Sanies Lupinus" and constant status ailments on my character sheet were rather obvious. Even once I am afflicted with my curse of choice, I would have to wait in the middle of town to ever be seen transforming as a werewolf. Only a blind idiot would not be able to notice if the system is anything like the previous two. You need to be aware of what you are and when it matters, so getting caught seems like a natural consequence to learn from.
Yes, I like sneaky diseases. Daggerfall is the one of the few games (the other is Pathologic) that makes me terrified of them, since all but two of them are fatal. Among those that are fatal, only one results in anything other than irrevocable death. Diseases and curses aren't something you choose; you either don't get them, or you do, and have to get rid of them or die... or live as a cursed being, depending.
Also, neither Argonian nor Khajiiti characters were immune to the curse of lycanthropy, since Sanies Lupinus is, itself, classified as a Common Disease. Argonians were 75% resistant to it, but could, without additional means of resistance, acquire the disease through contact with afflicted persons, like anyone else who didn't have 100% Common Disease Resistance. The Bloodmoon MQ bypass is done via script that adds the disease directly, regardless of resistances, just like if you had done it through the console yourself. Think of it as being "chosen" directly by Hircine...
I personally don't like the idea of having a clan or pack of werewolves, and I can't think of any way to logically explain why my appearance would or should conform to theirs upon swearing allegiance or what have you. Likewise, I fail to see how racial (and thus skin) tone would affect fur colour: fur is hair, and hair has pigmentation separate from the underlying skin. For example, both a black cat and orange-white cat have "pink" skin underneath, despite the differing melanin levels within the strands of hair. If anything, it should be based on your natural hair colour, although the game has no way to determine that if you choose a very strange colour (like neon fuchsia or cyan) unless you are assigned a "most common hair colour" based on aforementioned race. For Argonians, it's practically required, since their "skin colour" option in Oblivion determines the shade of their scales, which, like hair, are keratinous structures. Depending on what shade the Argonians are in Skyrim, they might be dark red (males in Oblivion), tan/brown (vanilla Morrowind), very dark green/black (females in Oblivion, both sixes in Daggerfall), ashen/grey (Arena), or something completely different.
Speaking of which, almost all of the werewolves you fought in Bloodmoon were male Argonian acrobats; the only exceptions are the rare, wandering, non-MQ ones, the one you create, and possibly the test creature if it even has a base NPC.
TL;DR: Another "racemenu" is probably the best choice to satisfy everyone (except maybe the immersionists?), but possibly the hardest to code in, as opposed to assigning a stock model (or god forbid, a paperdoll) that everyone uses, a la vanilla Morrowind.