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| werewolffix.7z | 11.96 KB |
Finally I had some time to redo the werewolf framework for Morroblivion as the previous was bugged and perfomance unfriendly. Plus some misc fixes.
This is incompatible with @Ponyrider0 werewolf fixes. This make the workaround I did to allow to complete Hircine's hunt unecessary.
Current Version: 0.9 First version : 0.5
What's new in 0.9:
Fix a bug with starting werewolf quest.
Senies Lupinus can be cured until the first trasformation.
Integrated some additions by ponyrider0.
Integrated but not yet included abilities and attributes modifications by ponyrider0.(getav,getbaseav,getbaseav2 debate (getbaseAV2 is bugged as OBSE v21, it would be the best command for this ))
What's new in 0.8:
Fixed Control handling when player is in werewolf form and an npc is in werewolf form with the Hircine's ring
Fixed an issue with an UDF that was containing a referenceless Update3d
Fixed Werewolf Form Handling whe reloding a previous save with normal and hircine's ring transformation
IMPORTANT NOTE: IF the game is already started when installing this you will need to start manually two quest:
StartQuest fbmwBMAAAImaWere
StartQuest fbmwBMHircinesRingControlQuest
After that the savegame reloading fixes will be operative but they can work only from a savegame after quest activation. Trying to load a save where the quest was still not active may cause issue without restarting.
What's New in 0.5 :
Strong script separation thinked with code reusability in mind and implemented with user defined functions.
UDF are shared between various scripts: PC werewolf, Hircine's Ring Werewolf, NPC Werewolf. This allowed to highly reduce script size for every script. Caused by the Oblivion script engine works just this may provide a performance boost. All the scripts now have a low-medium overhead. Best of this is not possible (for now. Yet if OBSE would expose a DayPassed and an HourPassed events, the overhead would be minimal, otherewise an OBSE plugin that provide a general trasformation framework.)
Removed the requip objects when transformation expire. (It will be readded later in an customziable way)
UDF used also in the script for permanent werewolf scripts. (E.S Hircine's Hound).
Fixed the infamous CTD on Hircine's Ring equip.
Fixed a potential CTD with Oblivion Reloaded Fixed Bloodlust handler not working properly after restart.
Bloodlust Satsified message now appear only one time per night.
Implememnted a Defense Bonus on werewolf skin to simulate a morrowind beheviour. (Ponyrider0).
Hopefully Fixed a bug that made impossible to be cured from Senies Lupinus if completed the siege of skaal village in God Mode after restarting the game.
Fixed a bug for Blight Disease system that failed to initialize properly after the first run.
Current Know bugs and limitations (some of them existed also in the original version of the scripts):
Spawning a new copy of the Hircine's ring and equip it at the same time already one is equipped cause all mayem possible in this world included CTDs.
Werewolf sounds may sometimes fail to work.
Hircine's ring script may fail to properly count crossing midnight.
TODO: Fix bugs.
Implement comfigurable requipment of objects on rollback.
Implement Ponyrider0 additions.
Installation:
Mostly as a common mod except:
if you are NOT on a new game:
If you used ponyrider0 files you will probably have to do a clean save. If you are already a werewolf you should cure yourself before installing this (Note Morroblivion allow you to cure from werewolf state also without completing all Hircine's Quest.) or relaoding a save prior becoming a werewolf.
After having checked you will need to do in console:
StartQuest fbmwBMAAAImaWere
StartQuest fbmwBMHircinesRingControlQuest

Awesome! I'm testing it out
Awesome! I'm testing it out right now! Thanks!
....Alright, it's working without any crash-to-desktop on my system! Looks like the CTD bug is finally fixed! I did have one CTD scenario related to a save-game which previously used my werewolf mods, but all new games I've tried are working without crashes. [External image]
There are a few bugs related to restoring the proper state of keyboard control when returning to non-werewolf mode and when loading save games but these look like just minor tweaks of the conditional statements. I'll try to track these down and get back to you later in the week.