An unmentioned feature of this mod is its changes to the functionality of Hircine's Ring. Instead of giving the option to transform into a werewolf at will when worn, it merely infects the player with Sanies Lupinus and nothing more, reducing the daedric artifact to a sardonic yet stylish piece of bling for an already-afflicted player. Clarifying this in the mod's description ought to help prevent some confusion. On the upside, I learned a little about using OpenMW CS to confirm this was intentional and not a bug or perhaps some unexpected interaction between mods.
This is indeed a feature. Devilish Werewolf Overhaul works because it modifies the werewolf scripts. The Hircine Ring essentially skips a bunch of steps and would break DWO. For that reason I changed the effect of the Hircine ring to just add the Werewolf disease instead.
That's totally understandable! It is expected that some workarounds would be needed to get a mod like this working in OpenMW, limited as it is in terms of scriptability (for now).
There has to be an easier way to break the locks, i literally never get the prompt, idk if im timing it wrong or sumn but ive gotten it like once out of a 100 tries LMAO
Would it be possible to make it compatible with Sabregirl's Werewolf Clans of Vvardenfell https://www.sabregirl.com/mods/cov.html The mod doesn't work with these werewolves
Any ideas why the werewolf spell doesn't progress for me? I had the same issue with the vampire blood spells before. I really wanted to test this mod...
The mod requires OpenMW. After three days, you will turn into a werewolf. However, you will only turn (outside!) on full moons and may need to wait up to 12 days until there is one.
I am on the latest build. I've waited outside for 3 days, and the full 12 for a full moon. The issue is "Sanies Lupinus" not at all progressing, and my character not transforming
Edit: The issue fixed itself. I'm not sure what caused it... Either way, thank you
I think the 1/3 chance to break just any lock is a bit too much, as it can be easily exploited. Maybe you could consider changing it to something more reasonable, like scaling from player's original Security level, a Strength or some other stat?
a MWSE version would definitely be nice. Anything to get rid of the awful mechanic of "anyone witnesses you transforming once = Everyone in tamriel psychically knows that you are a werewolf" is a good thing in my book..
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.
This mod looks pretty awesome. If ever I try out OpenMW, I will definitely keep it in mind.
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The mod doesn't work with these werewolves
I am on the latest build. I've waited outside for 3 days, and the full 12 for a full moon. The issue is "Sanies Lupinus" not at all progressing, and my character not transformingEdit: The issue fixed itself. I'm not sure what caused it... Either way, thank you
Maybe you could consider changing it to something more reasonable, like scaling from player's original Security level, a Strength or some other stat?
This mod looks pretty awesome. If ever I try out OpenMW, I will definitely keep it in mind.