Dreamer102 Posted July 25, 2012 Posted July 25, 2012 I've begun the path to working on my second Skyrim Mod. It will be a "Werewolf/Beast-Form Autochanger". I've got to learn how to edit the Werewolf change script so that it automatically shifts you and werewolf followers into a werewolf when any of your health drops below a certain threshold. The inspiration for this came from the mod "Yet Another Werewolf Improvement" This mod has a function where you are Immune to damage while shifting into beast form and it also replenishes your health fully. If I can create a mod or edit that mod's scripting so that it uses code to track the health of the PC or NPCs that are werewolves I'll be on the right path. After figuring out that code it's as simple as giving it a set % to kick in the beast-form changeover. In my head, I see it working kinda like "The Hulk" but without the uncontrollable rampaging and wanton destruction(Though that could be scripted in at a later date by someone with more experience lol). What do you think? Does anyone have any info on how to edit these skyrim .PEX scripts?
Dreamer102 Posted July 25, 2012 Author Posted July 25, 2012 Okay, found a hint at least of how this all works... .pex files are compiled scripts, you can not edit these directly. You need to edit the script source files (with either the Creation Kit or in an external editor like Notepad++). It doesn't sound like you have ever done any coding or scripting, so you should go to the Creation Kit Wiki and start going over the tutorials there. Seems the CK is the key to editing the scripts. Now to find the entries for werewolf changes in the "YAWI" mod and see if I can make it force a change at low health... I found a .PEX Compiler and a .PEX Decompiler on the Nexus. Hesitant to use either of them if the CK can do the gruntwork all in one. I guess it will be good to have them on standby if using the CK proves difficult. I can use them to go straight into the script I'm looking for rather than fishing around the CK. Wait, the CK will be the better option as I'm looking to initially modify the "YAWI" mod. Would I use the CK for that since I'm sure the "YAWI" mod references the vanilla scripts? The "YAWI" mod doesn't include scripts of it's own so I'm thinking it just injects code ontop of the regular vanilla scripts? I dunno...I've never programmed anything before besides changing a few lines in oblivion dialogue scripts...but Skyrim is hellaciously more complicated and I have no formal scripting/programming training. Hmmm...well, nothing beats a try but a failure to try! As long as I backup everything I'm working on I should be fine...lol.
Dreamer102 Posted July 25, 2012 Author Posted July 25, 2012 Hmmm...in looking at the .ESP for "Tales of Lycanthropy" I can see that in the spell that initiates the change into wolf form, there is a tracker for moon-phase and the time of day. It's not too complicated either...if/then/else statements and numerical values for the time-check. I'm thinking that the lines I add will look a lot like the scripting in the .ESP for "Tales of Lycanthropy" in the CK where it checks the moon-phase and time of day before forcing the werewolf change. Mine would just track health instead. I don't think that something like this would be too cumbersome on the system. Hmmm...Fallout3 had a perk that did the same thing where you would explode like a nuke if your health went below a certain amount. I may reference that mod also for ideas on how to write in a line of code in the CK to perform a similar function.
Dreamer102 Posted July 25, 2012 Author Posted July 25, 2012 Sent PMs to the authors of "Tales of Lycanthropy" and "YAWI" for ideas on how to implement this.
Dreamer102 Posted July 26, 2012 Author Posted July 26, 2012 OMG!!! I got a response from Spwned!! He is the creator of "Tales of Lycanthropy" he even helped shave months of development time off of this project by providing most of the script!! I'm seriously, he pretty much wrote 98% of the code himself for me...Little old me! Wow, this is awesome! That guy is just all kinds of awesome!! Now I just have to figure out how to package it into an .esp...lol. =] Argh...I want to go back home and work on this sooooo badly! Sadly, I'm not going to be back at my gaming/development rig until saturday morning.
Dreamer102 Posted July 26, 2012 Author Posted July 26, 2012 Well, I can't wait til saturday. Clearing space off of my work laptop and installing Skyrim and the CK so I can start in on this. Edit: Well, so much for that. I don't have my Skyrim DVD with me and the CK is useless without the game being installed. *argh* *sigh* Patience...
Dreamer102 Posted July 26, 2012 Author Posted July 26, 2012 Okay, I've got the script saved to a .PSC file. It will allow for a 90% chance for a beast-form transformation when the infected PC/NPC gets their health at or below 35%. Spwned tested it and it works!! Now once I get back to my computer at home I can open up the creation kit, link it to a dummy quest with the proper flags and then make it into an ESP for in-game testing. Man I wish I had my Skyrim install dvd with me...How the heck did I leave out the house without it!?!??!
Dreamer102 Posted July 26, 2012 Author Posted July 26, 2012 Okay, I've got an idea (Blindly) of what I should be doing. This is my plan of attack. Mod creation instructions (Mediafire link) What do you think? :confused:
Dreamer102 Posted July 26, 2012 Author Posted July 26, 2012 Wow, first time I've gotten more help and info on the Nexus... Things here at LL are changing.
Dreamer102 Posted July 27, 2012 Author Posted July 27, 2012 Allright, I give up. Well, I guess there must be a conflict with another mod I have running. It simply just doesn't work. I will have to see if I can just add the important parts of the script to another mod maybe. Now I see how hard it is to make mods because you have to take into account every possible mod that someone could be using besides your mod. Thank you for helping me this far along, I think I'm going to give it up for now. I am just not built for this kind of work. I love hardware but I hate programmming....I will stick to what I'm good at...lol. Thanks Brevi, you've taught me a lot in helping me put this together. I am going to post what I've got on the Nexus as a "modders resource" and maybe someone else can go forward with it and make it work. I just don't have the stamina or brains for this even though it's in my heart to do it. Below is a link to the ESP file for your review. http://www.mediafire.com/*snip* :confused: You can delete this thread now mods.
Silvist Posted July 27, 2012 Posted July 27, 2012 Heyo, I'm shocked as well that no one else bothered to make a comment on your wonderful idea. This sounds like a very useful, and interesting mod. I'll have to check out the Yet another werewolf improvement as well. Sounds like you pretty much figured it all out though, and I congratulate you. I'm not much help when it comes to the skyrim CK, because I dislike it so much compared to morrowind/oblivion lol. Scripts were far easier to work with IMO, compared to papyrus though perhaps that's just me ;p
Dreamer102 Posted July 27, 2012 Author Posted July 27, 2012 Thank you. I couldn't have done it without Spwned/Brevi. He has singlehandedly held my hand through the firey trials of creating this mod...and all via email and forum messages. You don't get better Technical Support than that!! I've never read so much about programming in my LIFE!! I feel like it was worth it now. To be able to change into a werewolf like the hulk is just awwwwwwesome! Heck, I just took the high-powered weapons off of my character. If anyone messes with him they get as far as hitting him til his health gets low and his heart starts to beat...THEN THE BEAST EMERGES!!! Then their lives end. MWAHAHAHAHAHA!!!! I'M THE INCREDIBLE WEREWOLF!
Silvist Posted July 28, 2012 Posted July 28, 2012 Heyo, You are very welcome. I actually made a werewolf character a couple nights ago, and I will probably be installing this shortly. I'm actually very dissatisfied with the vanilla werewolves. I mean the vampires were crap, but I figure they at least got the werewolves right.......nope. I was even more disappointed when I saw what the perk tree looked like for the DLC dawnguard. All it is was like higher dmg increase, and a couple buffs to existing werewolf powers. I figure they would have at least added some new abilities. This is honestly why I'm not a fan of the perk system to begin with lol. Being a role player that I am, and when I say RPer I mean pen and paper old school style. Like first off I would like the ability to shift from werewolf to human at any given time. I'm still trying to figure out how to shift back. Perhaps even other alternate forms would be even more so. Like being able to change into a wolf. Or like white wolf style, change into different forms of a werewolf. Meaning instead of full on half beast half man, shift into quarter beast, 3/4 man. That of course would be something you would learn after shifting back and forth for quite some time, and mastering. List could go on and on and on. Though I know the limits of what I'm capable of lol. So I decided to work on my own little project lol. First thing I did was remove the no recast on the werewolf shift. I realize there is mods out for this..but meh I don't need a mod to do something I can do easily myself. My idea came when I saw a "female werewolf" mod that adds female genitalia. I was like...despite the fact boobs are good and all..it looked REALLY weird on the vanilla werewolf model. I also really hate how hunched over the werewolves are all the time, especially for the female ones. I understand the lore behind werewolves, but I still didn't like how it actually appeared. So either case, I decided to simply change the werewolf model. Not only did I change the model, but I changed the model to a regular pc race For testing I just used the Khajit. So my character now when in werewolf form, turns into a Khajit...BUT! She somehow still retained her hair, eyes and face LOL! Another odd thing that happened when I did this was I CAN SNEAK NOW! I was like..wait a second...a werewolf can't sneak default? I still have all the regular powers of a werewolf, terror and all. I was just using the khajit for testing, and also because they were at least cat/wolf like. So another thing I was thinking was..(which is impossible to tell unless you look at your inventory) is beyond having immunity to disease...you have absolutely no racial bonuses from werewolf. That's crap to me. If you have been infected by a disease that allows you to transform into some powerful hybrid form, I'd at least expect your physical attributes to increase. I'll probably take more of a look at the werewolf mods out there, but from when I looked I wasn't really impressed. At least comparing it to say the vampire mods out there. Another thing I really want to do is remove the locked in 3rd person. That really pisses me off lol. I'm also looking to enable the other menus, like the spell and map interface. I understand that while in full on werewolf you are not totally aware of what your supposedly doing...but still the fact I can't even see the map is annoying. The spell menu reason would be for obviously added things like more werewolf powers/spell, and of course being able to shift back to human/vanilla form.
nerofromde Posted October 7, 2012 Posted October 7, 2012 A very good Idea, can I download your mod? does it really work with my werewolf NPCs????
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