Morrowind

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DetailDevil

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DetailDevil

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About this mod

Please watch the video showcase! A complete overhaul of the werewolf mechanics featuring: Full Moon transformations, feeding, NPC pacification and reputation changes, werewolf hunters, lock breaking and more. Requires OpenMW 0.49 (nightlies).

Requirements
Permissions and credits




My entry for the May Modathon 2024 
(Intended for week three. I won't be home next week)




Requirements: 
OpenMW 0.49 (nightlies) + OAAB Data

Installation: 
Place mod content into Data Files and enable:
  • Devilish_Werewolf_Overhaul.esp
  • Devilish_Werewolf_Overhaul.omwscripts

Features:
  • Full Moon Transformation: Werewolves will only transform outside during full moons, leaving their inventory and clothes behind (remember their location!).
  • Feeding Options: Werewolves have two feeding options for healing: a fast option in first person and a slow, animated option in third person. To feed you must sneak over the dead Npc or creature. Feeding regenerates health and adds a visual blood puddle on the ground (disappears on cellchange).
  • NPC Pacification: NPCs are pacified after werewolf encounters and return to their original positions once the werewolf is gone and the player returns as a human.
  • Werewolf Hunter: If the werewolf kills too many people within one night, a werewolf hunter will track down the player character.
  • Lock Breaking: Werewolves can break locks using a combination of jumping + sneaking + and attacking (ca. 1/3 chance of success).
  • Transformation Reversal: Werewolves can only revert to human form during the day by sneaking over their clothes.

Inspiration: This mod is heavily inspired by the werewolf mechanics described in the medieval English lai "Bisclavret" by Marie de France (12th century)

Potential questions and answers:
  • DetailDevil, I want to try the mod but don't want to go to Solstheim. What can I do?:Open the console and type in the command: player->addspell "werewolf blood" (Wait for three days and you'll turn into a werewolf)
  • DetailDevil, I'm a fool. I forgot where I left my clothes and need them to transform back. Am I stuck being a werewolf forever? You shall not suffer the fate of Bisclavret. You can cheat your cloth sack to be spawned at your feet: PlaceAtPc "detd_werewolf_sack" 1, 1, 1
  • DetailDevil, can you explain the moon phases to me? Both Secunda and Masser are synchronized to follow these phases: 1 1 1 2 2 2 3 3 3 4 4 4 3 3 3 2 2 2 1 1 1 0 0 0 ( Each number represent a day and moon phase: 0 = new moon, 4 = full moon). There will be three consecutive days of full moon phases and a pause of 12 days in between (0 to 3). This means that you won't turn into werewolf every night and may need to be wait up to 12 days to  turn. Now the player needs to look up into the sky and watch the moon phases.

This mod doesn't modify NPC werewolfs, only the player is affected (I might work on this in the future). I'm not sure if there'll be an MWSE version in the future because it would require me to learn yet another scripting language. This would be a ton of work for something I cannot use because I'm playing on another engine. You can get the OpenMW 0.49 development version here: https://openmw.org/downloads/. I think it's fairly safe to update.

Credits:
All the people on the OpenMW modding lua channel that endured my questions such as ZackHasACat, pwn and Sector (sry Herbert there won't be a MWSE version despite your help).