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Patrograd2
Curate

Reged: 02/02/04
Posts: 992
Loc: England
Transforming NPC into Werewolf Form?
      #2913150 - 08/11/04 08:51 AM

I dont even have the slightest clue where to begin on this.

Imagine that there is an NPC, who if angered, turns into a werewolf before the players eyes.

Can this be done, and if so does anyone have any ideas as to how to go about this? I guess I could do a straight disable NPC/enable werewolf, but I was hoping there was a smoother way.



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Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/


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qarl
Disciple

Reged: 05/07/02
Posts: 1086
Loc: Michigan
Re: Transforming NPC into Werewolf Form? [Re: Patrograd2]
      #2913196 - 08/11/04 09:06 AM

I don't believe this does the animation change when it becomes a werewolf, but I've never tried it. The animation is an activator though so you could script it in there.



BecomeWerefolf

Type: Werewolf, Bloodmoon

Returns: none

Example: player->BecomeWerewolf

Scripts:
Turns the player, NPC, or creature immediately into a werewolf. Only works properly for NPC's, however, it can be used on creatures for some weird effects. Effected NPC's take on the werewolf mesh, removing all clothing and weapons, and retaining all AI settings. This means an NPC turned into a werewolf may not be able to talk, but he/she will have the same Idle, Fight, and Hello, settings, etc... (though they'll just track the PC on Hello triggers, no dialogue). Likewise, already attacking NPC's will simply keep attacking, albeit in a new form - scripts seem to continue to run fine, as the object ID seems to remain the same. I'm unsure if stats on NPC's affected by this function call are changed or not - Speed is definitely not changed, so presumably it's only attack damage and/or hit chance that changes.

This command can be used on creatures, with varying effects - the creature NIF/appearance will NOT be swapped out, nor will their 'Name' tag say 'werewolf', as it does on NPC's - and it only seems to work for certain creatures, changing their attack sound and attack stats, if I'm not mistaken. Creatures with Weapon & Shield bone entries will unequip whatever they're holding and go hand-to-hand - and as I said the attack sound changes to a werewolf growl, but otherwise Idle and other sounds seem to remain the same. It's amusing when used on Reiklings - they become little snarling, boxing, midgets.

Also, The Werewolf transformation is handled almost exactly like the Vampire one, with the PCWerewolf global being used. Using Becomewerewolf and Undowerewolf can break your game. Some quests and variables depend solely on on use of these, so if you use one to toy around.... you may be asking for it.

See Also: IsWerewolf, PCWerewolf, SetWereWolfAcrobatics, UndoWerewolf


Includes Contributions from LDones.



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@}-----;----
My mods
WIP: The Underground
Tutorials

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Grumpy
Disciple

Reged: 08/03/02
Posts: 1590
Re: Transforming NPC into Werewolf Form? [Re: qarl]
      #2913394 - 08/11/04 10:02 AM

Why is this post seven miles long???

I was browsing the scripts one time. Looks like it happens during rest, and there is no animation involved.

Best bet would be to find a modeler and get some "mid-grade" critters made, then start doing PlaceAtPC and Disable stuff... Poor substitute, but unless you find some excellent modeler with animation skills, this is going to be a tall order. Even BethSoft didn't do it...

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Grumpy
My mods

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Patrograd2
Curate

Reged: 02/02/04
Posts: 992
Loc: England
Re: Transforming NPC into Werewolf Form? [Re: qarl]
      #2914982 - 08/11/04 05:57 PM

Interesting qarl

So, in this theory

pb_ftm_npc_ferryman->BecomeWerewolf

MIght have the desired effect. I'll test this and see what happens, and let you all know the outcome. I could use it working as it happens twice in Firetop Mountain (well, strictly speaking the first transformation is to a 'wererat' but a werewolf will do )

Thanks for the info Grumpy

--------------------
Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/


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Miles_Acraeus
Master

Reged: 08/25/02
Posts: 7884
Loc: Primum Mobile
Re: Transforming NPC into Werewolf Form? [Re: Patrograd2]
      #2915031 - 08/11/04 06:17 PM

Yes it's possible, both to transform, and untransform;

Code:


Begin AST_Werewolf

;*********************************************************************************
;basic werewolf script for actors of irianes mournne
;bow wow yippee-yai
;*********************************************************************************

;Short doOnce
Short Changed
Short NoLore

Float Morph
Float D_Morph

Float MyX
Float MyY
Float MyZ

Float Death_X
Float Death_Y
Float Death_Z


;if ( PCWereWolf == 1 )
; return
;endif


if ( MenuMode == 1 )
return
endif

if ( Changed == 40 )
return
endif


if ( Changed == 0 )

if ( GetDistance Player <= 1024 )
set MyX to ( GetPos, X )
set MyY to ( GetPos, Y )
Set MyZ to ( GetPos, Z )
PlaceItem, "wildWereWolf" MyX MyY MyZ 0

set Morph to ( Morph + GetSecondsPassed )

if ( Morph >= 1 )

BecomeWereWolf
addSpell "wereWolf blood"
set Morph to 0
set Changed to 20
setFight 100
setFlee -1000
endif
endif

elseif ( Changed == 20 )

if ( GetHealthGetRatio, < 0.1 )
set Death_X to ( GetPos, X )
set Death_Y to ( GetPos, Y )
set Death_Z to ( GetPos, Z )
PlaceItem, "wildWereWolf" Death_X Death_Y Death_Z 0

set D_Morph to ( D_Morph + GetSecondsPassed )

if ( D_Morph >= 1 )

undoWereWolf
setHealth 0
set D_Morph to 0
set Changed to 40
endif
endif
endif


end



It works, but I'm not sure if you need a seperate float for the death part.



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"Just some spittle in your face." ~ Vladimir Harkonnen



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Patrograd2
Curate

Reged: 02/02/04
Posts: 992
Loc: England
Re: Transforming NPC into Werewolf Form? [Re: Miles_Acraeus]
      #2919406 - 08/12/04 06:41 PM

Thank you Miles, that works like a charm.

What a brilliant effect

--------------------
Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/


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Tatsu
Layman

Reged: 01/05/04
Posts: 9
Loc: USA, Texas
Re: Transforming NPC into Werewolf Form? [Re: Patrograd2]
      #2936201 - 08/17/04 04:00 AM

Got a question, I have the "laura craft" mod and I have been wanting to make here a werewolf, but have it were it would not attacked anyone, is there a ware to combine the "laura" script with this WW script? and not mess things up?

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Patrograd2
Curate

Reged: 02/02/04
Posts: 992
Loc: England
Re: Transforming NPC into Werewolf Form? [Re: Tatsu]
      #2936356 - 08/17/04 04:51 AM

If you took out the setfight 100 and setflee -1000, then I think it should work

--------------------
Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/


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Tatsu
Layman

Reged: 01/05/04
Posts: 9
Loc: USA, Texas
Re: Transforming NPC into Werewolf Form? [Re: Patrograd2]
      #2936471 - 08/17/04 05:18 AM

ok i will try to cobined the scrips and set the AI and see what hapens


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Tatsu
Layman

Reged: 01/05/04
Posts: 9
Loc: USA, Texas
Re: Transforming NPC into Werewolf Form? [Re: Tatsu]
      #2936868 - 08/17/04 06:57 AM

Quote:

ok i will try to cobined the scrips and set the AI and see what hapens





oops did not work, hmm any one have any suggestions


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