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Different Werewolf problem

Submitted by DooDad on

I've searched and don't see anything quite like this except I get the Werewolf cutscene and then a fraction of a second of regular game play, going back to cutscene - fraction of a second of regular game play - cutscene . . . forever. The game play part is so short I have to hold down the esc key during the cutscene so maybe it will be recognized when the short game play occurs.

I never have been a werewolf except the mandatory main Bloodmoon quest and I did the cure thing. I did put on the Hircine ring once and didn't like that. I think I even went back to a previous save to make sure that didn't "stick." After finishing everything in blood moon except finishing the East Empire Company quests I went back to the mainland and finished the 4th and 5th trials spending several days and I never turned into a werewolf. I went back to Solstheim and on the dock there was the Odd Note. I thought this was odd since I wasn't a werewolf but I thought what the hell and I did the quest anyway and I got the completely cured and will never become a werewolf ending.

It was after that I started turning into a werewolf, sort of except with the repeating cutscene so you can't play from that point on. It doesn't happen at midnight either. So far it's been 8:30 pm and 10:30 pm. It does an autosave even though I have that turned off (NameWerewolf.ess) and that keeps bumping up my save game number so it's a bit of a drag trying a lot of guessing on how to fix it. I can "show fbmwBmPlayerIsInfectedWerewolf" and it is 0.

Any ideas how to cheat and get rid of this problem. My earliest save game available is after I picked up the Odd Note but before I did the quest and it doesn't look like I'm turning into a werewolf at that point but I'll have to re-do a fair bit and I'd like to figure this out and post a warning. Don't Pick Up the Odd Note If Your Not a Werewolf! Also, I did sell Hircine's ring if that could have done it.

Thanks

Karma: 1 (1 votes)

The most likely cause is that your savegame script variables are somehow out of sync or not properly updating.  This could sometimes be seen in the unpatched Morroblivion v064, but I haven't seen any reports of the repeating werewolf transformation bug in the v065 builds until now.  Please post your savegame file and I will try to examine it when I have time.... my only tip for now is to never save or load a savegame which was saved while you are in werewolf form.  Good luck.

Karma: 1 (1 votes)

Thanks for the reply and all your hard work. Here are 3 pertinent saves.

http://chambcra.freeshell.org/WerewolfSaves.7z

Fortunately I'm not turning into a wolf with the note in my inventory and The Rite of the Wolf Giver started but not completed. I started looking into this on another computer but it looks too complicated for me. The autosaves are made when you turn wolf even with autosave turned off. I did check while wolf and fbmwBmPlayerIsInfectedWerewolf = 0. It seems to me "why did the note appear" is the puzzler.

If you can tell me how to look at script variables in a save game I'll take a look. With a hex editor? I'd like to know how to do that anyway.

Thanks

 

Karma: 0 (0 votes)

This console command should immediately fix your problems:

stopquest fbmwBMWolfGiver

(Run this ONLY when you are in human form.)

The problem seems to be that completing the "Rite of the Wolf Giver" quest (fbmwBMWolfGiver) did not seem to actually stop the quest... I was pretty sure that completed quests were stopped, but I'll need to verify this engine behavior when I have more time.  Anyway, you were caught in a race condition / infinite loop:

The questscript fbmwBMWerewolfPC (accessed via quest fbmwAAAImAWere) is the main werwolf script for transformations.  When fbmwAAAImAWere.werestatus is not equal to 0, it will initiate werewolf transformation whenever fbmwBMAAAImAWere.iswerewolf is not equal to 1 and fbmwBMAAAImAWere.isday is not equal to 1.

The questscript fbmwBMWolfGiverScript (accessed via quest fbmwBMWolfGiver), will change you to human form whenever the queststage for fbmwBMWolfGiver is 120, and it also sets fbmwBMAAAImAWere.iswerewolf to 0 and fbmwAAAImAWere.werestatus to -1.  These two variables trigger the fbmwBMWerewolfPC questscript to then change you into a werewolf form and play the video, which then triggers the fbmwBMWolfGiverScript to change you back into human form and set the two variables which will trigger the other script to once again switch you back into werewolf form.

The big problem, is that none of this would happen even if fbmwBMWolfGiver quest continues to run, if the all questscripts did correct logic checks for all conditions.  fbmwBMWerewolfPC needs to modify the following line:

    if (iswerewolf!=1)&&(isday!=1) && (GetStage fbmwbmLycanthropycure<20)

to be this:

    if (iswerewolf!=1)&&(isday!=1) && (GetStage fbmwbmLycanthropycure<20) && (GetStage fbmwbmWolfGiver < 120)

also the fbmwBMWerewolfStart script needs to be modified so that this line:

    if (Player.IsSpellTarget 0werewolfSblood == 0)&&(Player.IsSpellTarget fbmwbmwerewolfbloodab == 0)

becomes something like this:

    if (Player.IsSpellTarget 0werewolfSblood == 0)&&(Player.IsSpellTarget fbmwbmwerewolfbloodab == 0)&&(fbmwbmplayerisinfectedwerewolf == 1)

This will prevent the werestatus from being reset to 0.

I'll try to make these changes into a hotfix patch when I have time, but if someone else has time to do it and to test/debug the fix, please do it since my time is very limited these days.  Thanks.

Karma: 0 (0 votes)

That does the trick.

Thanks a lot

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