0 of 0

File information

Last updated

Original upload

Created by

deleted74737258

Uploaded by

deleted74737258

Virus scan

Safe to use

24 comments

  1. deleted147920043
    deleted147920043
    • account closed
    • 0 kudos
    Doesn't work at all. I'm playing skyrim LE using moonlight tales + bloodmoon rising, I made sure I installed the bloodmoon rising plugin but It's giving me a lot of bugs, somehow this mod prevents specifically moonlight tales werewolves from spawning correctly, the NPCs don't turn into werewolves anymore, what the heck is going on?
    It does add killmoves for werewolves but it conflicts too much with moonlight tales.
  2. Mookeylama
    Mookeylama
    • premium
    • 91 kudos
    thank u gonna try it! i did notice the masters are outta order. just mentioning it
  3. rockisdead24
    rockisdead24
    • member
    • 65 kudos
    I have tested this mod extensively, spawning numerous npcs (werewolves and victims alike) and I have tried it with all other mods disabled and this mod in combination with others. Out of about 50 killed npcs I only saw a killmove once, and I have repeated that scenario a dozen times. Any idea how to fix it?
  4. jaggerloco
    jaggerloco
    • member
    • 6 kudos
    Been testing version 2.2 with the Growl patch (2.0) and didn't see any killmove...
    I spawned werewolves all over Solitude and watched them devastate the city, just normal attacks
    1. deleted74737258
      deleted74737258
      • account closed
      • 432 kudos
      Are you using VioLens? Someone else reported on the SSE version that they seem to conflict. If not, I wish I could find the culprit for you.
    2. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      So, there is the problem, I use VioLens... Could you make a patch for it?
    3. deleted74737258
      deleted74737258
      • account closed
      • 432 kudos
      I've posted a patch for that now, let me know if that did the trick.
    4. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      It doesn´t work. Thanx anyway.
    5. deleted74737258
      deleted74737258
      • account closed
      • 432 kudos
      Ahh, my biggest apologies... It was a major screw-up on my end, I had forgotten to flag my main plugin as a master file before I re-saved the VioLens patch with the Oldrim CK. I only play on SSE, and someone else confirmed that the VioLens patch worked on that version. Anyways, I appreciate you bearing with me, I hate how I can sometimes be careless at times.
    6. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Cool! I´ll keep on testing!
      Thanks for keep fixing the mod!
    7. deleted74737258
      deleted74737258
      • account closed
      • 432 kudos
      No problem! Let me know if it worked this time. The least thing I want, as a modder, is to be accused for false advertizement due to unintentional errors. (You downloaded the v2.2-fixed, yes?)
    8. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Now works like a charm so far!
      Thanx for another awesome mod!!!
  5. jaggerloco
    jaggerloco
    • member
    • 6 kudos
    Nice, thanx! Will download when it´s fully oprtimized! I´m not a fan of scripts.
    1. Seijin8
      Seijin8
      • premium
      • 26 kudos
      An unmodded game is normally running around 6500 scripts at any given time.  A stable modded game can have tens of thousands.  There's nothing wrong with scripted mods.  And as far as optimization, although I think this could use some, the Bethesda provided scripts aren't exactly marvels of coding.  A lot of modders code better than Bethesda's "experts" do.

      Just something to consider.  My main reason for wanting more optimization is that I run with lots of werewolves, both friendly and hostile, so my game experience needs this to be quicker than most.  An otherwise normal game would likely have no issue with the script being used here, even without any update.
    2. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Thanks for explaining. The thing is that I already use a lot of scripted mods and I´m trying to avoid any more of them.
    3. Seijin8
      Seijin8
      • premium
      • 26 kudos
      Fair enough.  The script is optimized now, so have fun.
    4. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Thanx! I´ve been testing it for a couple of hours but none of the werewolves I spawned did any finishing move so far. I unleashed some in Whiterun and Solitud and they did just normal killings...
    5. Seijin8
      Seijin8
      • premium
      • 26 kudos
      Hmm, yeah, it seems very rare.  Main reason is because the killmoves are conditioned (by Skyrim itself) to only happen 30% of the time, so even if the mod asks for one, it doesn't show up reliably.

      I patched the killmoves to happen every time and they showed up reliably, but I dunno if the author wants to do that since it can cause incompatibilities with combat/killmove mods.
    6. Seijin8
      Seijin8
      • premium
      • 26 kudos
      Okay, did some high-volume testing on this.  Main contributors to unreliable effects are:
      1) Vanilla Skyrim records for killmoves only having a 30% trigger chance.
      2) The script for this is looking for the werewolf to be within 5 hits or so of a kill before triggering.  Increasing that value (maybe through a global?)  Greatly increases the chances, but makes werewolves much more deadly than they should be.

      Removing the trigger chance from the killmoves and switching the script to an enemy that is within 10 hits (or maybe better: under 10% health) produces very reliable kills.  Lots of them.
    7. jaggerloco
      jaggerloco
      • member
      • 6 kudos
      Ok, great! The author needs to see this!
      Less conditions. The game already makes it less probable even at a 100% chance of happening.
  6. Seijin8
    Seijin8
    • premium
    • 26 kudos
    That script is doing a lot of redundant function calls.  IMO far too many for a combat script.  A lot of those could be done just once, using combat events to load/scrub the data.

    Would recommend using a state for this and checking the global only at the time combat starts instead of every 5-20 seconds.  Put some returns in there for stopping if a disqualifier is found.  For instance, once cTarget is found, verify that it isn't the same as the last cTarget, and if it is, skip everything until the health check.  On starting combat (or first time the script detects combat has begun) check if the cTarget is essential or has ActorTypeNPC keywords, rather than waiting until other actions have happened.  These aren't values that will change during combat, so they don't need to be checked every update cycle.

    Looks overall good, just needs optimizing.
  7. ThatGenericPyro
    ThatGenericPyro
    • member
    • 0 kudos
    Huh, I never really thought about it before!

    Nice change/correction
  8. WCSC
    WCSC
    • member
    • 0 kudos
    So I tried, and didn't start a new game, just wanted to check out.  One thing that was happening was when passing time, saving, or quitting, there was a 30 sec delay where the game freezes before resuming.  Maybe I just need to try on a new game?
  9. NEKOSHAMA
    NEKOSHAMA
    • member
    • 30 kudos
    This looks fun! Thanks for more horrific werewolfy stuff, especially with the patch for Growl.