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werewolf size resets bug fix (1 comment)

  1. WhiteBlaze
    WhiteBlaze
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    it seems as tho while i was posting a reply to someone on here, the subject got deleted so i'll re-post my reply now to the "how to fix the scaling bug"

    The scaling bug, i'm uncertain what in the original copies of the mod that causes your werewolf form's size to revert back to default size after saving your game and closing out of the game but i fixed it on my end after doing some manual updating of my own. Let me walk you all threw the process i took and its effects, as to help other users correct the issue for themselves. take into account that the methods uses should be compatible with all versions of skyrim that are updated to 1.9, regaurdless of what dlcs you have installed, although having dawngaurd and or the Ultimate follower overhaul installed will slightly complicate things but i'll explain those processes as well.

    Take note that i have skyrim 1.9, and all its dlcs install with the except of the hd texture packs from bethesda. - this is the same as having skyrim Legendary edition (for those new to the modding scene whom get confused about these matters, i've clarified it now') and that regardless of the intended version of teh werewolf growth file, the processes for the patching are about the same in method as listed below, with some minor exceptions that are all dependant upon the mod your trying to patch the werewolf growth scripts to works with.



    two things, one, you can either take a copy of the race compatibility patch and copy the necessary parts of the psc scripts in this mod (any version of this mod will work in this case but i recommend one that has a size limit build into it just because its easier to work with) into the corresponding versions of the werewolf change script that applies to your game (if you have dawnguard installed use the dawnguard one, if your using no dlcs use the vanilla one, ect ect, there many patches inside of the race compatibility mod so use the one that's right for your loadout) then when your down with that, copy it all down and insert the race compatibility patched version into the original psc for this mod (you need both mods installed for this method to function correctly with any character race, default or custom race). that's option one, and it seems to make things work for every character while still keeping things functioning in the long run alongside other mods for werewolves so long as they dont edit the same psc file as mentioned in this method. (btw you'll have to use /Nexus mod manager/or whatever mod manager you use/after all this to uninstall and reinstall the mod, and override the necessary race compatibility files with the newly edited version within this mod, plus the other files in this mod that need to be active for feed growing to work anyways. i've tested this myself all files from this mod need to override other werewolf files that they conflict with in order for growing when feeding to function)

    then you should be all set for it to remember your growth size when ever you've fed from that point on wards, even after turning the game off and back on, so long as you saved the growth rate will be saved in your file as well, meaning you'll remained scaled up so long as this mod remains active in your load out without having any of its files over written. -- this same process can be applied to any other mod that alters the same werewolf psc scripts, but i would highly advise against it, as the race compatibility mod is the only mod im certain of on the nexus that effects the needed areas of script to fix this issue without breaking anything in the process of the mods in question as a whole. also the race compatibility mod patches have been TES5 cleaned, so it means if you copy the correct sections of code over from the grow mod psc to the race compatibility version, your not going to need to worry about breaking anything in your skyrim from the manual editing process. in short its less hassle to work with since looking at the twos psc's side by side in notepad or what ever you want to use, the formats a close enough in similarity that you can tell where the differences are.

    the second thing i recommend is having SKSE, while tho this isnt a requirement for any of the mods in question to work, it helps to keep my skyrim stable thanks to the memory patch and added settings in its functions and ini file (your going to look into that on your own if ya want it badly enough), it helps keep my scripts running smoothly and in the correct manner in my 250+ load out, and im on a load end PC, so im certain its bound to help prevent your skyrim from Crashing To Desktop as often as it normally would regardless of the number of mods your using. (you can thank bethesda for this as they limited the PC version to the match the same memory specs as the ps3 & xbox one versions, which is smaller then the amount of system memory for loading items/scripts in skyrim that was still usable way back in skyrim version release 1.2)

    tho i cant confirm if the first method mentioned will actually work for you without SKSE, since i use SKSE, and had been using it back when i figured out this fix for my own personal use.

    hell, if the mod author would let me i'd re-upload the race compatibility patched versions for dawnguard users i created, as i've made new custom sizes (scales 5, 6 and 10, with slightly faster growth rates per feeding, nothing drastic mind you, but the increase change in the set up is enough that the player can tell they grew a bit after a feeding, and for those who want to know how big these scales are in game, size 6 makes it where your eyes meet at eye level with giants in your werewolf form).

    Tho the one i made only effects the player characters and any followers that were created via direct player character data, in short, if you turn your character into a follower via familiar faces mod, they will still keep their big bad-ass scaled form upon turning into a werewolf. tho sadly i dont use Use UFO so i didnt make a version of the changes for its dawnguard patch. i use Amazing Follower Tweeks instead, since it doesn't alter the way the base scripts of the follower system and instead merely adds onto the functions and enables multiple followers, its usually more compatible with most mods and the added power to convert any character already in the game into a follower, its a fairly decent mod and covers all the basic needs most folks need when they want to have a party bigger then two characters and a dog'

    but at anyrate i hope this helps'



    as an afterthought i figured posting here would work better for this subject as its likely to get lost in the post section >.<