UESSP patch is only if you have the vampire aspects of this mod (so just werebeasts and you wont need it), there's a patch for Growl, and the Frost Resistance provides Warmth (Survival Mode) mod doesn't require a patch.
For FOMOD: You can download the ESP (which has a 255 limit) or ESL (4096 limit) version depending on if you want, either should be fine it's just personal preference>choose Werebeast Frost Resist>check the Growl box on the patches
For manual download into Data folder you'll need to go to the Old Files of this mod and grab these two: +Supernatural Survival Tweaks - WEREBEAST +Growl SST WEREBEAST Patch
Let me know if it doesn't work and I'll help you with troubleshooting
OMG I waited so long for this, thank you! All the other mods change so many things and all I ever wanted was this, cold resistance for werewolves and immunity for vampires. Just nice and simple.
UPDATE: It looks like if you need multiple patches they might not always work on their own and need multi patches to work (Ex: instead of "Moonlight Tales patch" + the "first person werewolf patch" you may need a patch like "Moonlight Tales + First Person Multipatch"
I'll sort this out tomorrow and update the FOMOD file accordingly
Noted. I'll look at it! :) Khajiit tend to be from Elswyr which is warmer, but you're right: I don't think they should have the same lack of resist frost as fur-less races (after all, why would a furless bosmer/wood elf not be colder than a furred khajiit). Perhaps I could make it so there's different warmth levels to pick from via different files? I think I'd prefer to give options of frost resistance levels. How do the options 50% > 40% > 30% > 20% sound? If you're interested in a stronger resist frost level let me know and I'll make an additional file!
I've been thinking about how these traits should be since I first played Skyrim.
I need to make additions and corrections:
Wood Elf: +50% disease resistance, and 25% bow draw speed instead of 10% draw speed. Khajiit: +50% disease resistance and 25% less fall damage. Nord: +25% status debuff recovery speed(fear time etc)
Yes it's not fair, but that's how life is, Argonian is stronger than other races almost immortal, high elves are loved by magic easily spam strong magics and destroy anyone in their path, but humans shouldnt be taken lightly human races can do serious damage that can't be ignored if they manage to land a solid hit.
[EDITED: edited a couple of times to include notes for new patches, I'll leave this comment alone in the future-- for anyone reading just look in the main description or in the Miscellaneous Files section if you're in need of a patch, and if you need one and don't see it lmk and I'll make one]
This should work well with most other werewolf mods because all it does for the werewolves is add a race ability; as long as other mods use the base game races (werewolf and werebear) it should be overall compatible. It seems like the only time it doesn't work is when other mods affect werewolf abilities (like Moonlight Tales, Growl, or Werewolf Carry Capacity Buff). I have an ongoing list of patches in the Miscellaneous files section, that said, if you find any incompatibilities please let me know so I can make a list and/or see if I can make a patch.
Sidenote: I made this mod overnight, and in the process I forgot to add a werebear resist frost equivalent. Adding that now :)
27 comments
play as werebeast
have uessp, growl and Frost Resistance provides Warmth (Survival Mode) u recco'd
UESSP patch is only if you have the vampire aspects of this mod (so just werebeasts and you wont need it), there's a patch for Growl, and the Frost Resistance provides Warmth (Survival Mode) mod doesn't require a patch.
For FOMOD:
You can download the ESP (which has a 255 limit) or ESL (4096 limit) version depending on if you want, either should be fine it's just personal preference>choose Werebeast Frost Resist>check the Growl box on the patches
For manual download into Data folder you'll need to go to the Old Files of this mod and grab these two:
+Supernatural Survival Tweaks - WEREBEAST
+Growl SST WEREBEAST Patch
Let me know if it doesn't work and I'll help you with troubleshooting
Happy gaming :}
I'll sort this out tomorrow and update the FOMOD file accordingly
thanks for letting me know
Khajiit tend to be from Elswyr which is warmer, but you're right: I don't think they should have the same lack of resist frost as fur-less races (after all, why would a furless bosmer/wood elf not be colder than a furred khajiit).
Perhaps I could make it so there's different warmth levels to pick from via different files? I think I'd prefer to give options of frost resistance levels.
How do the options 50% > 40% > 30% > 20% sound? If you're interested in a stronger resist frost level let me know and I'll make an additional file!
Races should have traits that truly reflect their characteristics.
High Elf: +50 magicka + faster magicka regeneration.
Dark Elf: 25% fire resistance + %25 less detect while sneaking + %25 fire magic damage bonus
Wood Elf: 10% move speed + 20% bow draw speed + %20 sneak attack damage with bows + %50 disease resistance + cannibalism ability.
Orc: 20% all kind of damage resistance + 20% melee weapon damage + %20 stagger resistance
Argonian: 75% disease resistance + 75% poison resistance + water breathing + claw damage + 25% fire resistance + 25% frost weakness + night eye or thermal eye + faster health regeneration + %10 less fall damage + 25 armor
Khajiit: 50% cold resistance + 25% fire weakness + night eye + claw damage + 20% move speed + faster stamina regeneration +50% disease resistance and 25% less fall damage.
Breton: +25 magicka+10% magic resistance+%25 less enchantment charge usage.
Nord: 25% frost resistance+25% shock resistance+25% twohanded weapon damage +25% status debuff recovery speed(fear time etc) + %25 faster two handed skill learn.
Redguard: +50 stamina+25% faster dual wield attack speed + %25 faster one handed skill learn.
Imperial: +25 health+25 stamina+25% block+better persuasion +%25 better block skill learn.
I need to make additions and corrections:
Wood Elf: +50% disease resistance, and 25% bow draw speed instead of 10% draw speed.
Khajiit: +50% disease resistance and 25% less fall damage.
Nord: +25% status debuff recovery speed(fear time etc)
Yes it's not fair, but that's how life is, Argonian is stronger than other races almost immortal, high elves are loved by magic easily spam strong magics and destroy anyone in their path, but humans shouldnt be taken lightly human races can do serious damage that can't be ignored if they manage to land a solid hit.
This should work well with most other werewolf mods because all it does for the werewolves is add a race ability; as long as other mods use the base game races (werewolf and werebear) it should be overall compatible. It seems like the only time it doesn't work is when other mods affect werewolf abilities (like Moonlight Tales, Growl, or Werewolf Carry Capacity Buff). I have an ongoing list of patches in the Miscellaneous files section, that said, if you find any incompatibilities please let me know so I can make a list and/or see if I can make a patch.
Sidenote: I made this mod overnight, and in the process I forgot to add a werebear resist frost equivalent. Adding that now :)
As of 1/29/25 patches for these mods now exist:
-USSEP by Arthmoor
-Moonlight Tales by spwned
-Growl by EnaiSiaion
-Werewolf Carry Capacity Buff by Jordh
Check out the Miscellaneous files for patches