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Posted (edited)

Had a quick look at this. Using 0203D21F <DLC2WE07EncTribalWerebearA> as a reference.

 

There's a script called DLC2TribalWerebearScript which has a reference to DLC2WerebearChangeFX "Werebear Form" [SPEL:0201E178] which uses DLC2WerebearChangeFXEffect "Beast Form" [MGEF:0201E179]. This MGEF has a script with all the werewolf transofmration effects, idles etc.

 

So, make sure the NPC you're looking at does not have that script, and that it does not have access to the SPEL (i.e. that its not in their inventory so that they could possibly cast it on themseleves).

Edited by traison
Posted
16 minutes ago, traison said:

Had a quick look at this. Using 0203D21F <DLC2WE07EncTribalWerebearA> as a reference.

 

There's a script called DLC2TribalWerebearScript which has a reference to DLC2WerebearChangeFX "Werebear Form" [SPEL:0201E178] which uses DLC2WerebearChangeFXEffect "Beast Form" [MGEF:0201E179]. This MGEF has a script with all the werewolf transofmration effects, idles etc.

 

So, make sure the NPC you're looking at does not have that script, and that it does not have access to the SPEL (i.e. that its not in their inventory so that they could possibly cast it on themseleves).

The problem is we don’t have time to check the npc.
Even when it appears with the order.
There remain a few seconds in human form then immediately uses its beastly form.

Posted
32 minutes ago, hana120 said:

The problem is we don’t have time to check the npc.
Even when it appears with the order.
There remain a few seconds in human form then immediately uses its beastly form.

 

The WerewoldTransformVisual script which is used by the MGEF only changes the race of the actor, meaning their base and reference ids will remain the same. So, you can still walk up to the werebear, open the console, click on them to get their ids. Use these ids to edit the relevant spells and scripts out of their NPC_ record.

 

If the werebear actor has already spawned in then it is possible there is nothing you can do about this other than edit the NPC_ record and then load a save from before they spawned in.

Posted
13 minutes ago, traison said:

 

The WerewoldTransformVisual script which is used by the MGEF only changes the race of the actor, meaning their base and reference ids will remain the same. So, you can still walk up to the werebear, open the console, click on them to get their ids. Use these ids to edit the relevant spells and scripts out of their NPC_ record.

 

If the werebear actor has already spawned in then it is possible there is nothing you can do about this other than edit the NPC_ record and then load a save from before they spawned in.

I found a solution.
I select the werebear before it transforms, then I make kill.
It dies and loses its shape. I use pupetmaster then resurrect.

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