So I’ve kind of come to the conclusion that there’s some limitations with what we can do with the Werewolf scripts as far as transforming into new Lycanthropes goes. There are other options of course, but they’re not perfect.
I was looking around at the Werewolf scripts and there’s no script that details how it works, that leads me to believe it is the game engine that handles the transformation. The Werewolf head is set to the Argonian race you see while the body is actually a robe added on after transformation. I have yet to find a script that applies this. Most likely it goes like this:
Check if player is transforming to werewolf, change race to Argonian, equip werewolf robe and change head to werewolf head.
This also explains why resurrecting a werewolf results in a floating werewolf head. Also the argonian’s body parts do some weird stuff when it transforms. You won’t see this however as the werewolf robe covers this. The arms and legs are disabled and the head literally turns 360 degrees as the werewolf head’s default position is facing backwards. This is also why vampire heads in the vampire/werewolf glitch of the vanilla game are facing the wrong way in werewolf form.
Without script extender, I know of no other way to get other lycanthrope forms working in the same sense as the Werewolves. We do have alternate methods however:
In the mod DX werecrocs, the werecroc skin is handled as a skin applied over the werewolf as a special piece of clothing. This could work, the problem is, when you loot the body, the skin will appear in the inventory. Sabregirl’s werewolf clans of Vvardenfell mod handles the werewolf clans in a similar way. A way around this would be to keep the player from wearing it using the OnPCequip script to remove it from them if they try to equip it. Alternatively, Disabling activation on the dead lycanthrope would help unless the player uses the activate console command to force the inventory open. It’s not like they’d be carrying anything of value anyway right?
There may be another way I don’t know of. Perhaps people that have been scripting for years, such as abot could come up with something.
2014-01-08 21:55
4 days 6 hours ago
Yes, the werewolf stuff is hardcoded. Bloodmoon adds new script functions such as BecomeWerewolf and SetWerewolf[Skill] which handle the lycanthropy – sadly they can deal with only one werecreature (which at the moment is the werewolf) at a time.
I’m afraid adding fully functioning new werecreatures to the game falls into the “not within the scope of TR” category.
2015-12-29 23:11
3 years 11 months ago
I’ve offered a solution Rats. Read above. It’s not the best solution but from personal experience, it’s worked. It is possible to completely apply another model over a model as clothing. (and rendering the other model invisible.) Also, where the hell is Gnomey when you need him?
2016-01-19 19:35
2 months 3 hours ago
Actually, I believe there’s a box you can tick to make certain items not drop when a creature is a killed. Check into the Romance mod, though. I believe their preggers women uses a similar mechanic to get the baby bump, but I don’t “think” they drop the robes if you were to kill one.
Alternatively, I can see weres dropping a skin as an alchemical ingredient, like with alits and kagouti and their hides. Though I’m not sure the game engine would let you make it into an ingredient from a robe.
Otherwise, disabling the corpse is probably the least immersion-breaking. Would be for me.
2015-12-12 23:47
3 years 4 months ago
Are we looking into making enemy werecrocs— ones that can actually transform? Because, really, we could just make a werecroc creature and add it to leveled lists (or script) such that it only spawns at night. That wouldn’t allow us to do passing on the disease/getting the player to be a new werecreature.
If we wanted to add in new werecreatures, maybe some of the scripts in here might work? http://www.sabregirl.com/mods/cov.html
That said, I also think that adding in new werecreatures is probably beyond the scope of TR’s official project. However, if someone wanted to make a were-creatures mod that included TR locations/etc, that would be pretty cool.
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2015-12-29 23:11
3 years 11 months ago
I think at the very least it should be on the table for TR. Not as like something we would do like right away, but after things are established it could be done. And Actually I like your idea, a creature that only appears at night and can pass the disease on to the player so they can transform. Not a bad idea really. Would definitely eliminate the looting problem. also Sabregirl’s scripts seem like they’d work quite well. the DX werecrocs mod actually uses the Werewolf clans of vvardenfell for some of its scrpts.