| Attachment | Size |
|---|---|
| werewolf-update3.esp | 36.83 KB |
| workaround-for-werewolf-update3.esp | 12.43 KB |
UPDATE: These ESPs are deprecated in favor of llde's Werewolf Redone fix. His fix has the definitive solution to the werewolf crash to desktops and also incorporates some of my bugfixes. I will work on porting the new features added with this update to be compatible with Werewolf Redone.
This is the latest version of my werewolf update with bugfixes. I've included the werewolf CTD workaround as an additional esp to be loaded after the main plugin. The main new feature is implementation of Morrowind's werewolf stat changes and the werewolf hunger script which takes off a portion of health every hour until you satisfy the bloodlust.
Backup your saved games: Saved games made while using this plugin may not be completely stable if the plugin is later disabled. This plugin will work best if you load it prior to becoming a werewolf. If you want to test it with a saved game where you've already become a werewolf, only enable/disable the plugin when you are not in werewolf form. I'm unable to fully test the version without the workaround, so please let me know if you find bugs.
Original thread with CTD bug is here: https://tesrenewal.com/forums/morroblivion-problems/werewolf-crashing
EDIT: This mod requires the latest version of OBSE (v0021) to run correctly. You can find it here: http://www.nexusmods.com/oblivion/mods/37952/? (Thanks to dianacat777 for pointing this out.)

Apologies for the delay in
Apologies for the delay in writing up a changelog / mod description for everythign in this update: (Applies to werewolf-update3.esp and workaround file)
Overview of Gameplay changes and bugfixes:
1. Character Stats:
-Character stat changes including: strength 150, agility 150, endurance 150, speed 90, luck 25, personality 0, intelligence 0, willpower 0, magicka 0, base health=x2. This is based on my playtesting of Morrowind and differs from the stats given on the UESP site. Please let me know if your playtesting of Morrowind gets something different.
-Since there is no unarmored skill in Oblivion, I have set light-armor to 100 and tweaked the armor stats to produce an effective armor rating of ~65 which corresponds to Morrowind's AR of 65 when Unarmored Skill is at 100.
-The Morroblivion werewolf mode uses Blade skill instead of Hand-to-Hand for attacks. So, I've set the Blade skill to 100 in place of the original Morrowind skill change of Hand-to-Hand to 100.
2. Werewolf Hunger:
-Implementation of werewolf hunger system to be closer to Morrowind behavior:
-PC starts werewolf transformation with werewolf bloodlust/hunger. PC must kill an NPC each night to satisfy this hunger.
-Until PC satisfies the hunger or changes back to human form: (1) PC is unable to rest, (2) suffers 1 damage to health and 2 damage to fatigue, and (3) at the start of every hour, 23% of PC's remaining health is removed.
-Once hunger is satisfied: (1) PC can rest and (2) recieves werewolf regeneration and werewolf resistance bonuses.
3. Controls:
-In werewolf form, PC can now access character stat menus, status effect menu and map/quest menus.
4. Transformation:
-By default, PC will return to non-werewolf form with nothing equipped. The NoReEquip variable is hardcoded to 1 but setting to 0 will revert behavior back to old system of re-equipping all prior equipment after transformation.
5. As long as the udpate mod is not changed in between the saving and loading of games, the werewolf state should be preserved.
6. For players who experience crash-to-desktop while in werewolf mode, a separate workaround esp is provided which should be loaded after the regular werewolf update esp. This workaround esp is meant specifically for its corresponding update version and is not compatible with any other versions.
Known Issues:
1. I haven't found any known bugs/issues related to my updates yet. Please let me know if you find any.
2. For Workaround: if you need to use the crash-to-desktop workaround, then the current issue is that it will disable the werewolf combat noises when in werewolf form.
To Do:
1. Read value for NoReEquip setting from the Morroblivion INI file. (Currently just hardcoded to 1.)
2. Tweak faction dispositions so that everyone in Morrowind will attack/flee from werewolf on sight.
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Change log
Detailed list of all changes up to Update 3:
-Fixed a bug in Update 2 where health was not being returned to its original value.
-NoReEquip quest/script variable added to fbmwBMWerewolfPC. Setting to 0 will cause player to be re-equipped with all items that were equipped prior to werewolf transformation. Currently hardcoded to 1.
-Werewolf Armor Rating increased to 47 (via Werewolf Claws Shield), total effective Armor Rating is ~65..
-Werewolf Claws weapon and shield items modified to be quest items so they can't be dropped from inventory.
-fbmwbmreequipitemclaw script fixed so werewolf claws (weapon and shield) do not get unequipped.
-fbmwbmhandlesdeathbywerewolf script tweaked to produce only one message when killing someone.
-fbmwbmWerewolfStart script modified so that PC can only become werewolf once.
-fbmwBMWerewolfHungerEffect magiceffect script written to implement Morrowind's werewolf hunger scripted effects.
-fbmwBMWerewolfStatsEffect magiceffect script written to implement Morrowind's werewolf stat changes.
-werewolf model code moved out of fbmwBMWerewolfPC and put in a magiceffect script: fbmwBMWerewolfFormEffect.
-werewolf animation code moved out of fbmwBMWerewolfPC and put in a separate script: fbmwBMSetWerewolfAnimation.
-werewolf keyboard control changes moved from fbmwBMWerewolfPC into a separate script: fbmwBMWerewolfControls.
-0werewolfShunger disease modified to use the new fbmwBMWerewolfHungerEffect magic effect.
-new abilities created: 0werewolfSform and 0werewolfSstats which use their corresponding magiceffect scripts.
Update 2:
Bug Fixes:
1. Can no longer unequip or drop claws.
2. Werewolf bloodlust is renewed every night.
3. Reloading from a savegame in werewolf form should restore werewolf state appropriately.
Added Features:
1. Can now access map menu, character menu and active effects menu.
2. Messagebox notification appears after satisfying bloodlust.
3. Werewolf stats similar to Bloodmoon.
4. Armor rating of Werewolf PC added to try to be equivalent to Bloodmoon (testing for game balance needed).
5. PC returns to normal form naked.
Update 1:
1. Werewolf blood lust -- previously, you only needed to kill one person as werewolf (ever) to satisfy blood lust. Fixed the code so that you have to kill one person per transformation to satisfy the blood lust.
2. Added a werewolf form spell which modifies the Character attributes and skills similar to Morrowind. Please see UESP page on bloodmoon werewolves for reference.
3. PC now changes back to human form without anything equipped.