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Sagittarius22

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46 comments

  1. RollingCabbageJesus
    RollingCabbageJesus
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    umm are you aware that werewolves already do this? this is a mod for doing something the game already does. u can also "recast" the fear by howling with left stick press (i use 360 controller, dunnow what PC control is)
  2. mindinavoid
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    A suggestion for a way to keep followers and The Companions from fleeing (or even any Werewolf, for that matter): Use a scripted Fear effect rather than a catchall AoE Fear spell effect.

    This might require the use of SKSE (or ScriptDragon, if that's your thing) for maximum compatibility with any mods that might add werewolves-- a simple If IsWerewolf=1 then AddFaction Else End kind of thing.

    To wit:

    If a character is a Werewolf, add them to WerewolfNoFearFaction. (Add the Player too by default. You face down DRAGONS, a werewolf shouldn't send you scrambling for cover, and it would prevent any ugly snafu with the player character failing the check and the scripted response taking over.)
    When an NPC transforms into a Werewolf, the scripted Fear option checks faction for every NPC in ugridstoload. If they're in WerewolfNoFearFaction, they continue as normal (or at the least, as vanilla). If they aren't, they head for the hills.
    Furthermore, you could add a secondary aspect of the faction that changes if they're an active Follower (IE, accompanying the player) which triggers them to wolf out as well.

    And now that I think of it, making it check whether they're a member of the Silver Hand (and prevent the Fear effect) would also be smart. They're supposed to be trained to handle weres, after all.

    This is, admittedly, just spitballing the idea for advancing this mod based on the suggestions from Fume0101 regarding the dragon mod (which I agree with conceptually, whole-heartedly).

    Dragons are supposed to be
    1)Fearsome beasts that scatter all but the bravest warriors,
    and
    2)Innately aware of the Dovahkiin, and drawn to them.

    Instead,
    1) Anyone with a combat style specified in their character data will attack a dragon,
    and
    2) Dragons don't give a flying *fus!* about the little Dragonborn down on the road taking potshots at it with lightning bolts and/or arrows unless they're actually HIT by them.

    That, like your average highwayman bravely hacking at the big orc turning into a werewolf before him, just ain't right.
    1. orcmageftw
      orcmageftw
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      I like this idea! Just showing some support...
  3. AniyunwiyaWarrior
    AniyunwiyaWarrior
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    Hasn't worked for me either. It only says "Odin is too powerful for Power of the Beast". Odin is my character's name. All NPCs around me continue on as normal and have no reaction until the completion of the shift at which point they attack me (vanilla).
  4. wowzaa
    wowzaa
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    Can't get this to work for some reason. Is this compatible with other mods?
  5. sagittarius22
    sagittarius22
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    @fume0101: once the CK is released, be sure I'll do it :-)
  6. Salah-ad Din
    Salah-ad Din
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    @garren69: People are not talking about your regular henchmen, but about THE companions, the guild in Whiterun. I don't want to spoiler you, but there is a reason why they should not run away, you see...
  7. fume0101
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    @sagittarius22,

    This is great work. Helps immersion, and empowers the werewolf a little without going overboard. I would like to make a request, that might be a bit much to handle, but I personally lack the skill to attempt without the creation kit.

    In the live action trailer for Skyrim, the city alarm is rung as citizens start fleeing for cover. The single guard in the footage is seen looking to the sky, then joining the crowd in fleeing. The guard then rips off his helmet and yells "RUN!" to the citizens. Dovahkiin then begins to walk against the flow of foot traffic into the danger. The dragon swoops down and crashes in front of Dovahkiin. The dragon roars, and Dovahkiin stands uneffected. The camera pans out and the village is empty besides the dragon and Dovahkiin.

    The Request: With this in mind, I would like to see a similar fear effect when a dragon appears and roars. This should cause all NPC's within the ugridstoload range to seek cover and/or shelter. Fleeing inside buildings or under overhead cover. The only NPC's that should be exempt from this fear effect would be Dovahkiin's followers, and various NPC's that are deemed brave enough to face down a dragon without Dovahkiin there, such as the inner circle of the companions. Similarly, if there are enough city guards around eachother, say 5 or more, they'll fight instead of flee.

    I have already posted these suggestions on the mod request forum, but I'm sure it's too much to manage pre-creation kit. Never-the-less, I put it to you to attempt this if you feel you are capable. Oh, one other suggestion; Attempt to make it Deadly Dragons compatible as well.
  8. chaoko
    chaoko
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    Blorr
    pay attention to the dialogue, those caged wolfs are feral, completely lost their minds and any semblance of humanity.
  9. garren69
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    I don't know.... I think companions should fear the transformation and run off. I mean, if your girlfriend or boyfriend turned into a huge muscular werewolf with razor sharp teeth and claws, I doubt any of you would be cool with it. Most likely you'd be pooping and peeing your pants while running away for your life. The only companions I can see being "used to it" would be other werewolf companions that know what you are and are capable of. Excellent mod btw, I always found it strange that the enemy would stick around to fight with a beast 3 times his size with a simple dagger!
  10. sagittarius22
    sagittarius22
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    German version added