Skyrim Special Edition
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Enai Siaion

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  1. EnaiSiaion
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    Notice

    Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!

    Discuss this mod on /r/EnaiRim or the Enairim Discord
  2. EnaiSiaion
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    Installing the recent USSEP update during a playthrough supposedly breaks this mod, causing the script conflict popup. This is not actually the case and this mod does not need an update for compatibility with the latest version of USSEP.

    Instead, it appears that updating USSEP (which uses third party tools to make itself a master file like the official game files) seems to do something to your load order that causes it to take priority over mods that are supposed to be loaded after it. The script conflict popup thus occurs because USSEP is overriding your mods.

    It is said that going into your mod menu fixes it, or you may have to manually move USSEP back to the top. Either way, this is out of my control and seems to be due to a bug with either the update process, USSEP's nonstandard and unsupported file type or the interaction between both.
  3. LostOneLux
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    Cool ideas, but by far the mod I have thus far had the most persistent trouble trying to get to work properly. Can't feed, don't know which other mod is causing it, and neither does the loader, and moving Growl in the load order doesn't seem to do anything. 

    EDIT: Removed the werewolf script from RaceCompatibility. Still can't feed. Don't know why. Doesn't seem to matter what Growl is before or after in load order.
  4. Wakaitsu
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    Um... So how is this any different from Moonlight Tales? From what I can read, the mods are practically mirror images of each other, except this one is missing the cool skin system
    1. joetg514
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      Use Growl + Moonlight Tales Mini ; mini is built to work alongside Growl just disable the call of the blood feature in Growl's MCM  and they work perfectly together
    2. EnaiSiaion
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      What's the difference between a Toyota and a Volkswagen? They're both cars, cost the same, have four wheels and five seats, except you can't get the Toyota in yellow.
    3. PegasusKoga
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      Haha, awesome.
  5. boltik61
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    There is something wrong with the Silver Hand Elite. One body always disappears when you start feeding on them. I'm not sure if it's another mod causing this issue, but it doesn't happen with other bodies.
  6. Dragonsblood665
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    I just couldn't get this mod to work properly. I couldn't trigger the Hercine dream from sleeping outside, Werewolves wouldnt drop Werewolf blood. Idk if its a Load Order Issue or if I'm just missing files but the mod just doesnt work for me. 

    Update: I was able to trigger the Hercine dream once however I was never given an Option to choose between werewolf or werebear and after getting the dream I never got the werewolf power and was never able to transform again. after reloading the save from before I triggered the dream I wasnt able to trigger it again.
  7. Guy03276
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    I love this mod for the utility of Werewolf play.   However I encountered 2 major issues, albeit one was of my own fault, and the other might be my own fault.

    I didn't install this mod until I became a werewolf through the companion quest line. Sadly, once installed, I got a headless werewolf...  Any thoughts on how to fix? It's the only Werewolf related mod I have installed. I uninstall the mod, and I have a head on my werewolf again.

    The second bug I encountered was of my own creation, and hopefully I haven't borked things up too much. I goofed, and should have known better, but I was going for the "Master Werewolf" Achievement, and realized that I had 13 perks for it, but didn't get the achievement notification. I saved, and removed the mod, and got the achievement. However... I didn't immediately reload the mod and played for a bit without reloading the mod... which included a revert to human form. It wasn't until much later, when I cast a healing spell, that I noticed that I now had a Magicka of 120 and a stamina of 750. It had been 570ish and and 270ish.  Yup, Removing this mod while transformed will bork your magicka and your stamina. I was able to roughly fix this via console commands, and there is nothing for EnaiSiaion to fix here, but did want to give the warning "Don't remove this mod while in Werewolf form". This probably won't be read by anyone until it's too late... But... Maybe... Probably not. 
    1. Khaylac
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      Thanx for the post! I was starting to think I would have to start another playthrough just to get this achievement later on, but disabling the mod was just enough.
    2. jry96
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      I don't think it's a bug. The mod author removed the function to give this achievement from PlayerWerewolfChangeScript file.

      This is the missing code inside the OnUpdate event:
      If Game.QueryStat("NumWerewolfPerks") >= DLC1WerewolfMaxPerks.Value
          ;        debug.trace("WEREWOLF: achievement granted")
          Game.AddAchievement(57)
      EndIf


      This is the code I tested and it worked.
      If Game.QueryStat("NumWerewolfPerks") >= 11
          ;        debug.trace("WEREWOLF: achievement granted")
          Game.AddAchievement(57)
      EndIf

      I changed DLC1WerewolfMaxPerks.Value to 11 because the modded script doesn't have the DLC1WerewolfMaxPerks property.

      Since the mod author doesn't share the source scripts, I think he doesn't want people to mod his mod. You would need to use third-party tools to make these changes.
    3. EnaiSiaion
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      Thanks for the report, though I'm pretty sure the code is now elsewhere, and DLC1WerewolfMaxPerks is increased to match the actual max number of perks, as the achievement wants you to get every perk, not specifically 11 perks.

      Since the mod author doesn't share the source scripts, I think he doesn't want people to mod his mod. 

      The SSE Creation Kit no longer includes them by default and I can't be bothered to track them all down manually. This was a fully automated process until Bethesda removed it, and who am I to question their judgment?
    4. jry96
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      You can use CLI or VBScript to automatize the list again.

      Also, there a some helpful Command Prompt commands.


      It copies all scripts that starts with hri from scripts folder to a folder called Growl Scripts:
      cd %ProgramFiles(x86)%\Steam\steamapps\common\Skyrim Special Edition\data\Source\Scripts
      copy "hri*" C:\Growl Scripts


      It lists every script that starts with hri in the scripts folder:
      cd %ProgramFiles(x86)%\Steam\steamapps\common\Skyrim Special Edition\data\Source\Scripts
      dir /b /s "hri*"



      You can copy the list with file names from Command Prompt and paste it into a blank file in Notepad++, then do the following steps:

      CTRL+H
      Check Wrap around
      Check Regular expression

      Fill the fields as shown below:
      Find what: .*scripts\\(.*.psc)
      Replace with: \t"DATA\\\\SOURCE\\\\SCRIPTS\\\\$1"\,

      Hit Replace All, and this:

      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_newbeastformcheck_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_newbeastformcooldown_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_npccanmorph_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_playersleep_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_scaling_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_soundimodshake_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_spreadthebeastblood_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_startquest_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_toggleglobal_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_triggerhunters_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_unwerepeople_script.psc
      C:\...\Skyrim Special Edition\Data\Source\Scripts\hri_xpfeed_script.psc
      . . .

      will become this:

          "DATA\\SOURCE\\SCRIPTS\\hri_newbeastformcheck_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_newbeastformcooldown_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_npccanmorph_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_playersleep_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_scaling_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_soundimodshake_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_spreadthebeastblood_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_startquest_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_toggleglobal_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_triggerhunters_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_unwerepeople_script.psc",
          "DATA\\SOURCE\\SCRIPTS\\hri_xpfeed_script.psc",
      . . .

      Make some necessary tweaks, save as whatever.achlist and import to your mod.
  8. Doyledeth
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    How do you cure werebear form?
  9. EnaiSiaion
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    There will be an update to this mod soon. Post all your issues!
    1. ComradeStranger
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      First of all, I think Growl needs Survival Mode support. While testing Bretonrim Starfrost survival mod which is reliant on official Survival Mode, I've remembered that Lycantropic Regeneration does not work. Well, in Starfrost it does not work in Beastform, but it does work in Mortal form do to the changes the Breton made to Survival Mode, but in anything else it doesn't. This is why I use Sunhelm as survival mod of choice.

      Next, I must admit I am a huge Growl user and Werewolf enthusiast, and I'll point out to mods I use with Growl to help fix my issues and which enhance it's gameplay. First of all, there is Moonlight Tales Mini from the author of original Moonlight Tales, meant to be used with Growl: https://www.nexusmods.com/skyrimspecialedition/mods/85234
      I use this mod to enhance roleplaying aspects of playing a werewolf character with stuff like Sanies Lupinus disease and forced transformations, to give werewolves sorely needed nightvision and ability to switch shouts, sorry, howls.

      Second, I must mention excellent Reliquary of Myth: https://www.nexusmods.com/skyrimspecialedition/mods/31612
      This mods overhauls most artifacts, including the Ring of Hircine which Growl with it's unlimited shapeshifts kinda makes redundant.

      Third, I sometimes use Growl Tweaks from origamifan: https://www.nexusmods.com/skyrimspecialedition/mods/31378 
      This mod gives Mortal form some bonuses from Werewolf perks, something which Growl should do more, but not as much as this mod does, because it gives them too strong damage bonuses, making a one trick pony/wolf even more one dimensional. Werewolf damage is insane, and it's not only unarmed perks from Light armor, but it's survivability isn't until you reach really high levels if you play on high difficulty or use monster/difficulty mods such as SRCEO.

      My proposals outside of Survival Mode buffs and bug fixes:
      1) Decide if you want to work with Moonlight Tales Mini or if you want to enhance roleplaying aspects yourself, but some roleplaying aspects like forced transformation need to be implemented, because it's too easy to remove it yourself with second werewolf perk. Silver Hand Elite are good though.

      2) Give each race unique fitting passive in mortal form (Altmer gain additional werewolf only effect for inborn Magic or something), enhance mortal form in general with few more unique perk or passive buffs. Since vampires gain offensive buffs like damage and Illusion magnitude, and werewolves already gain regen, they can be more defensive in nature to help diversify the two. Immunity to fall damage with a werewolf perk is a good idea from Growl-Tweaks for example, but don't go overboard to completely eclipse the Beast Form.

      3) I hate to steal from Enairim reddit, but idea of Werewolf age kinda fixes most problems with fast damage scaling, especially if I can choose some cool perk as an aging bonus. Survivability isn't that great on werewolf against anything with insane DPS (mods and high difficulty), especially against Silver Hand and silver weapons they use, (OBIS Silver Hand are brutal).

      4) Making shifting a more limited by default would maybe be a good idea. I don't think once per day is a good idea, but larger cooldown may be, which can be changed to current cooldown with a perk.

      5) More perks for Howls to make them more powerful (howl of fear working on Undead for example) and interesting. Choosing howls without using external mods like Moonlight Tales Mini would be nice.

      6) Instead of choosing which howl we use with Totems of Hiricine, I would suggest each giving a unique Freyr like buff to each race instead, meaning each race gets three unique abilities to choose, complicated I know:)
       
    2. Demonlord091
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      Getting smacked by an enemy werewolf or creature that uses the werewolf skeleton/animations can disarm the player and somehow get us stuck in place and unable to move or attack. You can still use shouts and powers, but you can't move from the spot you're in. I've also noticed that sometimes, after this happens, the werewolf will stop attacking you. Not sure what's going on with that.
    3. EnaiSiaion
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      First of all, I think Growl needs Survival Mode support. While testing Bretonrim Starfrost survival mod which is reliant on official Survival Mode, I've remembered that Lycantropic Regeneration does not work. Well, in Starfrost it does not work in Beastform, but it does work in Mortal form do to the changes the Breton made to Survival Mode, but in anything else it doesn't. This is why I use Sunhelm as survival mod of choice.

      That seems more like a broken interaction than anything else. Survival mode disables regeneration; whatever Manbeast intends to do, "you can regenerate until you turn into a werewolf" probably isn't it.

      What is the behaviour you are hoping for?
      I use this mod to enhance roleplaying aspects of playing a werewolf character with stuff like Sanies Lupinus disease and forced transformations

      But werewolves in Growl already have forced transformations?
      to give werewolves sorely needed nightvision

      The only purpose of nightvision is to solve a self inflicted problem that makes the game unplayable without nightvision. If you don't make the game black on purpose, nightvision is totally useless.

      On the other hand, this doesn't really matter. A lot of people want nightvision, and if the mod doesn't offer it, will just ignore me and download another mod that does. It makes sense to add nightvision.
      This mod gives Mortal form some bonuses from Werewolf perks, something which Growl should do more,

      I actually want less of them. The consequence of mortal form bonuses is that every character with lycanthropy is now stronger. You don't even need to transform, just having it makes you more effective, therefore the only correct choice is to contract lycanthropy on every character. This is blatantly OP.

      Then again, see above about nightvision. Ultimately, what matters is what the users want.
      1) Decide if you want to work with Moonlight Tales Mini or if you want to enhance roleplaying aspects yourself, but some roleplaying aspects like forced transformation need to be implemented

      But werewolves in Growl already have forced transformations? (Which is another of those user driven design features. Forced transformation based on how long you haven't been a werewolf or anything else where the solution isn't to fast forward through the night would be much better, but people specifically wanted lunar transformations. That's why there's a perk to opt out.)
      idea of Werewolf age kinda fixes most problems with fast damage scaling

      Not really, though. The problem is that werewolf perk progression is independent of your own character level and adding a second system that is independent of character level does not solve this. What actually needs to happen is that the level scaling on claws needs to be more backloaded, and in general all damage should be based on character level and none of it should be based on perks.
      Choosing howls without using external mods like Moonlight Tales Mini would be nice.

      The reason this was not implemented is that it would make a vanilla feature (totems) useless, which makes this more like a cheat than a mod. It may be another one of those features where I should just do what the people want, though.
      Getting smacked by an enemy werewolf or creature that uses the werewolf skeleton/animations can disarm the player and somehow get us stuck in place and unable to move or attack. 

      This mod does not add disarm to enemy werewolves.
    4. ComradeStranger
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      That seems more like a broken interaction than anything else. Survival mode disables regeneration; whatever Manbeast intends to do, "you can regenerate until you turn into a werewolf" probably isn't it.

      What is the behaviour you are hoping for?

      I know Survival mode disables regeneration, but if anything, I thought it should work in Beastform with Lycanthropic Regeneration if not in Mortal form. In any case, Survival mode is compatibility nightmare, and Starfrost doesn't work well with Wintersun so I dropped them.

      But werewolves in Growl already have forced transformations?

      Yes, but: 1) other mods have more configurable options, and smarter presets; 2) werewolves in Growl would have forced transformation if a Perk which prevents Silver Hand Elite to murder you on lower levels and annoy you after every dungeon wasn't locked behind Perk which removes forced transformations. 

      Don't get me wrong, I like both forced transformations and Silver Hand Elite, but they are very powerful on lower levels, not to mention potentially game breaking. Solution is to disabling them temporarily by MCM, but that feels more like cheating than Howl selector.

      If you don't make the game black on purpose, nightvision is totally useless.

      As are many things in game do to Todd's "brilliant" game design.

      I actually want less of them. The consequence of mortal form bonuses is that every character with lycanthropy is now stronger. You don't even need to transform, just having it makes you more effective, therefore the only correct choice is to contract lycanthropy on every character. This is blatantly OP.

      What isn't OP in Skyrim? Vanilla werewolves for one thing, and I would argue Growl werewolves (Beast form) aren't OP until really high levels do to limiting nature of melee combat, high tier definitively, S tier not. They are still weaker than normal (non-Volkihar/Lord) Sacrosanct vampire, and Mortal form Growl is still weaker than high-age Sacrilege normal vampire, but takes less effort to play than juggling Vampire powers. Lord form (from both mods) also easily beats Werewolf form do to it's versatility and crapton of powers - they don't need to deal with Reflect and enemies immune to Howl of Terror for one.

      Majority of problems of "lycanthrope OP" stems from the fact that lycanthropes don't have any drawback, (and for that matter bonuses) as the vampires do to their unique nature - it is one of major vanilla flaws, if not from balance, then certainly from roleplaying aspect. Forced transformations and Silver Hand Elite are good, but still feel superficial IMO.

      But werewolves in Growl already have forced transformations? (Which is another of those user driven design features. Forced transformation based on how long you haven't been a werewolf or anything else where the solution isn't to fast forward through the night would be much better, but people specifically wanted lunar transformations. That's why there's a perk to opt out.)

      I actually like this idea, even if it is similar to Simon's Manbeast. I have personally used mod which put "werewolf hunger" where you needed to feed to satiate the beast, but I dropped it because I needed to eat half of Skyrim each night. If you can make something along this line work I fully support it, from gameplay perspective it's a superior choice. There is always Moonlight Tales Lite for lunar transformation.

      The reason this was not implemented is that it would make a vanilla feature (totems) useless, which makes this more like a cheat than a mod. It may be another one of those features where I should just do what the people want, though.

      As I have said before, werewolf form is powerful, but it isn't all powerful. Yes, you can deal insane amount of damage, but you can't kill everything as Vampire Lord/Destruction mage/False Light/stealth archer builds can. Not until you are high level at least, but you still need to be vary of Reflect. My suggestion is to remake totems similar to other werewolf mods, I don't think any mod beside the werewolf mods touch the totems. Since Futhark is all about integration and unique racial bonuses, I think it would be really smart to make totems give three unique racial bonuses per race if doable. 

      Not really, though. The problem is that werewolf perk progression is independent of your own character level and adding a second system that is independent of character level does not solve this. What actually needs to happen is that the level scaling on claws needs to be more backloaded, and in general all damage should be based on character level and none of it should be based on perks.

      Again, I said it before - you are powerful but aren't flexible. I fully agree that scaling should be more backloaded, but are you sure you can do it by making it solely based on level? You can farm levels easily in vanilla by just abusing training and raising crafting skills.
    5. srle11
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      Change redguard passive to something better , because we already have  "Regenerate 20% of maximum Stamina per second".
    6. Starempire42
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      Idea: Introduce different Werebeast Forms for the Beast Races to better match their natural characteristics. It seems odd for Khajiit to transform into wolves when they're feline, and Argonians, with Scales and no fur, present an interesting dilemma that would make no sense.
    7. HailOVERLORD
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      Is there a way to re-enable the vanilla backhand attack that flings enemies? I really like doing it and I think it's fun. I like everything else.
      If not, I would very much like to see like this ability in the new update maybe as a new perk to opt-in (just like you did the opt-out perk for lunar transformations). Landing sprint attacks is hell when you have even the slightest latency between your mouse and game.
    8. HailOVERLORD
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      I think you should restore the vanilla aspect of transforming only once per day. The ring of Hircine isn't that hard to get, and it adds value to the daedric artifact.

      EDIT:
      After reading the comments, apparently the ring of Hircine is bugged in the current version,. I still hold my point to be true, however, I may wait to install the mod until this bug is fixed.
    9. ender2387
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      Any chance for the possibility of being able to speak with people being added? :)

      I switched from Moonlight Tales to Growl recently and had gotten so used to being able to speak with my followers to move inventory around between us and whatnot that it was rather jarring not to be able to once I first transformed using Growl.

      ...It wouldn't even contradict the lore to be able to do so, given Sinding's ability to speak with us normally despite being in his werewolf form.
    10. SmartMaya
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      Hi enai. I don't think werewolf's have the ability to use levers at all while I noticed Vampire Lords are able to. I also found out that werewolves kinda don't breathe underwater(?) unsure about this been a quick minute since I played ww but I'm sure when I was in the water from the volkihar castles I didn't drown.

      I'd really like an update with a perk where other werewolves and wolves wouldn't be aggro unless you already were and some ability to rally some actual werewolves/wolves not locked behind the quests to get the totems because I honestly don't get that far into the companions playthrough and am only there to become big dog then leave to do other more fulfilling questlines. 

      Maybe have a built in option to become a werewolf too just like how in sacrosanct there are potions to become one, I feel like this is sorely needed and perhaps make a faction of friendly werewolves or have a file or something like the sorts to increase werewolf rates. I read somewhere there are about 4 instances of werewolves in vanilla game but are exclusive until you do companions questline to become one. I usually become a ww through New Beginnings - Live Another Life Extension SSE. Nvm just realised there's werebeast blood

      Also when you transform as werebear for me on my end I can see the ww transformation before I become the bear which is a bit weird.

      Edit - Most important change I think that's needed is the option in the mcm menu to choose whether you want npcs to be aggroed by you, like when you transform but I guess that's not wise since when you do companions quest in vanilla everything is aggroed. 
    11. SmartMaya
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      I think you can do the fling attack by spamming both left click and right click at the same time, that's how I've done it. It's a hit or miss really, sometimes it'll work and sometimes it won't but I can assure you it'll eat up all your stamina either way
    12. SmartMaya
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      Hi Enai I think I've found a bug with looting as werewolf. When you loot someone that's already killed their corpse will lose their clothes and  just be naked not sure if this is supposed to be a thing
    13. natcruz
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      Idk if this has been reported, so far. But there seems to be an identification error with how Growl handles the infection of Lycanthropy. If you become a werewolf through any method from this mod that is not the companions, the game will often fail to recognise the player and also properly get rid of Lycanthropy. As an example, if you try to become a Vampire Lord in Dawnguard, after becoming a werewolf through any of these alternative methods, it results in the Vampire status getting glitched and the player not properly turning into a Vampire because the game seems unable to get rid of Lycanthropy for whatever reason. The Vampires in the castle will not recognise you as a Vampire, while Harkon may repetitively try to correct the player but failing to do so. This is the only major issue I found.

      Other than that, these are just suggestions..
      Werebeast blood seems to not drop from Werewolves. I am not sure this is an issue on my load order or if that's how the mod handles it since the description states the ingredient can be found in merchants but doesn't mention natural drop. I remember previous versions of the game used to drop from werebeasts. I'd say, bring that back, because it's honestly weird how you can't get Werebeast blood from killing werebeasts themselves, but make it a somewhat uncommon drop not to make things too easy.

      Forced trasnformations...
      I like how Growl approached forced transformations, and made the Ring of Hircine into what it was actually supposed to be but.. I think a perk that completely disables this feature is somewhat a bad choice of design. Not only does it make the Ring of Hircide redundant, but also makes you wonder why go through the trouble of getting the Ring if you can just advance a perk anyways... Might as well kill Siding for the armor. It also takes away one of, if not the bigger characteristic of a werewolf, which is turning at the Moonlight. It's as if someone made a Vampire mod with a perk that negates blood feeding, imo. Sure one can simply not take the perk, but it also makes progressing in the tree difficult because that path will be blocked if you don't want to get rid of it. I do understand ofc, some people simply don't want to bother with forced transformations, but I believe if one comes seeking a werewolf overhaul, they likely expect Lunar transformations. Either way, can always add this option to MCM like what Moonlight Tales does, and allow people to choose and/or customise if they want to be forced or not, while also not forcing either upon the player.

      Like mentioned, some enjoyable QoL features are Night Vision, which I do understand it shouldn't be an issue if your game isn't dark, but even so, Werewolves are nocturnal hunters, so if anything, it makes a lot of sense for them to be able to see in the dark
      Another one is the Favourite menu, or a way to change your howls on the go. "Makes Totems redundant" can easily be fixed by giving each totem a different passive power to the respective Howl, which the player can chose and change, similar to how Paarthurnax can buff one of your 3 shouts. Locking Howls behind the totems was always a scuffed idea no one enjoyed much. The favourite menu could also be used to handle revert form better. Vampire Lords can do all these changes so I don't see how this could be cheating or unfair.

      Disease. I really think having a disease to progress Lycanthropy makes more sense than a Night visit? It is a really sought for feature because it just makes sense in every way.
      Mechanical difference between Werebear and Werewolves. This is really needed and would be much appreciated. While I do understand this is probably very hard to achieve, I thought I would just mention. Because having Werebears be stronger, and Werewolves faster, would be a nice change of pace. Doesn't need to be something as unique as a Berserk, but a variety is always appreciated

      Thanks for the amazing mod though. Whatever you chose to do, add or update, I am still grateful we have it :)
    14. dethtrain
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      I use a bunch of your other mods, so I'm guessing the light armor unarmed perks affect werewolf claw damage. I'm level 80 in 1 of my games and 1 swipe generally takes out 400+ HP of an enemy. Character has ~400 stamina, 330ish magicka and HP. Might be an idea to not allow "mortal/human" perks affect beast form.

      I have another silly idea I thought about the other day while running around the reach. Anyway to make our claw attacks mine ore veins? I noticed the claw attack swipes horizontally and it doesn't look like you can aim "down" towards veins that are by your feet. I'm one of those OCD players that has to mine whenever I run by a vein.
    15. RazorSpark26
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      A few features I would like to humbly request:

      First I think lock breaking should be separated from the howls and made into its own feature, maybe with its own perk. As funny as I find screaming at locked doors in order to open them to be, I think I would prefer to just activate a locked door in order to break it open.  

      Secondly I do think night vision, while wholly unnecessary from a practical standpoint as you have expressed, would be a cool immersion option if nothing else. Either being implemented as its own toggleable ability as it is for vampires, or even being worked into Howl of the Hunt, would be cool.

      Lastly, I am in support of the idea of being able to swap howls on the go in a similar manner to how vampires can swap spells and powers. In order to not make the totems useless I think they could instead be used to empower one of your three howls, adding new additional functionality to them that isn't just a numbers boost. An example I think would be particularly fun would be an enhancement to Howl of Terror that adds a damage over time effect to individuals who are affected. Not too much so that they are crippled and weak, but enough so that they are softened up a bit by the time you get around to them. A bonus feature to this to make you feel overpowered without actually being too overpowered, would be the ability for the howl to instantly kill anyone who is significantly lower level then you. (30-40 levels or so, maybe add an MCM slider so people can choose how op they want to be if that's possible).  In order to combat the inevitability of some players wanting to have all three empowered howls, an MCM option could be added that lets you have all three, but that would be down to you. 

      These are some suggestions I would like to see, but the mod is still great without them. Thank you for your work.
    16. jsbrando
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      A way to give more notice before transformation would be great.  It feels like it's about 5-10 seconds right now, and if you're stuck in the middle of an inn in the middle of town, it's hard to get out of the inn and out of town before transformation if you don't want to aggro the entire hold against you and an immediate 1000 bounty added.
    17. airfirers123
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      Please make a patch to compatiable with Imperious https://www.nexusmods.com/skyrimspecialedition/mods/1315 
    18. fileclipper
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      I haven’t used Growl yet, but I completely agree with natcruz’s reply, except for the disease part. I feel like lycanthropy is supposed to be different from vampirism in that way.

      In the vanilla game, the beast blood is portrayed as an extremely fast-acting and potent curse (or blessing, if you’re into that). I mean, you drink some of Aela’s blood, and POOF, you’re a werewolf. Vampirism, on the other hand, is a more subtle corruption that taints and destroys everything about you until you are literally undead, thereby removing even the curse of the beast blood from your body. Actually, werewolves are immune to disease, right? I can’t remember now. I suppose only a curse from the most powerful vampires is strong enough to overcome lycanthropy’s initial feral potency? Well, not like I’m particularly knowledgeable about the lore, but that’s how it seems to me while playing Skyrim.

      Maybe Hircine scouting for people to join his hunt shenanigans seems too casual to some people. Personally, the idea is fine by me. Not that I’ve seen the event myself, since I haven’t played Growl yet. Maybe taking the gift by force from an unwilling forbearer is more exciting, though hopefully you’re doing it because you admired your forebearer’s strength…

      Anyway, if natcruz is right about lycanthropy glitching when trying to become a vampire lord, then I’d say that’s the most important thing to deal with.

      Edit: Maybe Hircine’s ring, or the completion of that quest, could be a condition for the night visit to occur, considering that the player meets and is recognized by Hircine during that quest. Also, the Companions’ quest line shows Farkas transforming and eliminating several Silver Hand all by himself as a way to promote the idea that werewolves are strong. Maybe seeing Sinding take on many hunters at once could serve a similar role in this case.

      That’s all just for role-play purposes, of course. Maybe some players want to be a werebeast so bad they can’t wait for role-play, and maybe, through the power of the MCM menu, Hircine can sense that, and will visit them. It would also be helpful for testing the mod faster.

      Edit 2: Oh, and I also think that having lycanthropy bonuses in human form would be too much, other than the disease resistance due to beast blood. While vampirism permanently transforms you into an undead person with extra powers, lycanthropy is all about the transformation itself. Again, I think lycanthropy should be different from vampirism in this way.
    19. BeingShotAt
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      I would like to be able to talk to non hostile npc's at the least with this
    20. Anoobis100prc
      Anoobis100prc
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      I think it would be nice if werewolf health scaled more when you level up; for example, the current +50 bonus could be changed to +50 & +5 for every level. (or maybe just "werewolf health = normal health*1,5.) Maybe more armor as well. With the current armor, I think even doubled or tripled werewolf health wouldn't be unbalanced. Cause right now, my character that can solo a dragon gets oneshot by their bites when she fights as a werewolf. (I will say I may be a bit biased here, cause my current character gets +100 health from a custom perk when wearing heavy armor, that she obviously loses when she becomes a werewolf)
      Additionally, I think to improve scaling with mage characters, Magica could also be added to health, like to strength. Cause I think the vibes of a character who is really not that tough or strong absolutely hulking out when they become a werewolf is exactly what Lycantrophy should be about.

      It would be fun if there were options for werewolves to do stuff like interact with chairs, or lie down markers - just cause if you have the "buried beast" perk (or maybe a new one just for this stuff? (if that's a thing though, I don't want it to be locked behind buried beast, I will never take that perk because I love the uncontrolled moon transformations, same goes for elite silver hand, I love fighting them. More of those please.)) It would be pretty fun to just hang around camp with your followers as a werewolf. I dunno, an option to interact with followers to have them use the default pet animal or hug animation or something, and an option to use "sit" & "lie down" markers. I have no idea how possible this is, It's just something I'd enjoy. Honestly, I don't think this is in any way a reasonable wish. This is probably an enormous thing to do.

      An option to howl at the moon would be fun, just for vibes.

      If you add Nightvision, an MCM option that lets you choose another power to use when using the night wision toggle (or however it is implemented) would be nice. Since there are various mods that add night-vision like powers, and I know I personally may like to use their powers over this mod's one.

      I'd also find it cool it if the werewolf perk tree looked a bit more fitting for the shape of the starsign. I personally find the current geometric symmetry not very appealing, and I don't think it suits the symbol. - And I'm now going to start describing how I'd do it, cause when I have an opinion on something design focused, I must force it upon those around me. So STOP READING HERE! Unless you don't mind psychic damage.

      Spoiler:  
      Show
      Bestial Strength obviously has to be at the bottom, and I'd put it near the bottom of the neck. I'd use Gorging and Savage Feeding to follow the shape of the lower jaw. Feral Instincts I'd put near the lower end of the long line below the eye. Improved Bloodthirst you could put at the end of the upper jaw, near the teeth. Then, Swipe comfortably nestles as the werewolf's nose. The perks leading up to Spread the Beastblood could maybe follow the crescent of the moon. Wolf among Men up by the Scruff of the Neck, and Buried Beast Halfway between that and Bestial Strength. The ones leading up to the totems are definitely the hardest. That is not an easy shape to work with. Animal Vigor would probably work somewhere close to Bestial Strength and up. From there, Supernatural Strength and Infinite Duress could be in the ear. Roadkill and Rampage could be at the right side of the ear, with Rampage not too far up because that'll give a weird(-er) shape to the Roadkill and Rampage pattern. And then idk wtf to do with the totem perks. Maybe put one at the tip of the ear, one in the eye, and on at the tip of the moon crescent above the wolf.

      Alright, I'm done having strong opinions, sorry for making anyone read that. I kind of hope you didn't, because I have no right to dictate how you make your mods. But I also have an obsessive need to tell people how to do this stuff, so... I guess my point is I'm sorry if you had to read my ramblings, and please don't take them personally, none of this is meant to claim you did something badly. I think my comment doesn't read like I'm trying to, but I'm so bad at expressing myself I that I don't trust that judgement. I genuinely love your mod. That's the only reason I have such strong opinions about its design.
    21. faroh3k
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      Main issue is the integrity issue notification, if you could somehow add a script that tells us exactly what the integrity issue is it would be easier to resolve. 

      Cool addtions:

      Having a cosmetic change would be ideal.  In human form eye color change when becoming a werewolf.
      Speed increase human form, Jump height in crease in human form. 
      Healing factor in human form.

      And add a beserk mode in human form, when health is low, auto tranform.  ANd go on a rampage

    22. soumyoghosh24102003
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      whenever I open chests as a werewolf, the chest goes empty just like that, without even opening the chest UI
    23. EnaiSiaion
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      I know Survival mode disables regeneration, but if anything, I thought it should work in Beastform

      IMO this would be a lack of compatibility. Ignoring a Survival Mode feature is less compatible than integrating it, even if you dislike the feature.

      Yes, but: 1) other mods have more configurable options, and smarter presets; 2) werewolves in Growl would have forced transformation if a Perk which prevents Silver Hand Elite to murder you on lower levels and annoy you after every dungeon wasn't locked behind Perk which removes forced transformations. 

      Configuration options exist to compensate for bad defaults. MT is one of those mods that requires the player to put time into balancing their own game because the creator didn't.

      The two perks will be disconnected in the next patch.

      Forced transformations are a feature that never works well. If they are moon phase based, it means you just can't go outside some nights. If they are timer based (like Manbeast), there are no forced transformations but you have to waste 15 seconds of your life every half hour to shift in and out. But people think they want them, and will fawn over MT's excessively elaborate moon simulation, and all it does is force them to stay out of town every once in a while.

      There are vastly superior implementations in other games, but not in Skyrim because Skyrim is outdated and inflexible.
       OP in Skyrim?

      Some people don't care about balance and actively get upset when you try to balance the game. Some people will go out of their way to find any potential balance issue with your mod just to complain about it. Both of them have access to a keyboard and the comments tab, and will tell you how wrong you are if you give into the other side too much. :P
    24. EnaiSiaion
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      Please make a patch to compatiable with Imperious https://www.nexusmods.com/skyrimspecialedition/mods/1315 

      Growl is already compatible with Imperious.

      I actually like this idea, even if it is similar to Simon's Manbeast. I have personally used mod which put "werewolf hunger" where you needed to feed to satiate the beast, but I dropped it because I needed to eat half of Skyrim each night. If you can make something along this line work I fully support it, from gameplay perspective it's a superior choice. There is always Moonlight Tales Lite for lunar transformation.

      It actually is not a superior choice because it is easy to avoid the downside by activating werewolf every time you are alone. I find it funny that Simon complained that praying in Wintersun is a mandatory timesink and then implemented the exact same system in

      However, it is in Simonrim so naturally people think it is better. The idea that something is good just because it is in Simonrim is silly, Simon also makes mistakes (a lot of choices in Simonrim are just "do I pick this bonus that helps my build or this bonus that does not help my build?" style non-decisions) and I think this is one of them.

      It is better than lunar transformations, but they are both kind of crap, and both exist because people asked for them. (When the community wants a stupid feature, you had better implement the stupid feature, because if you tell people the feature is stupid and you did not implement it for that reason, they will close the tab and find another mod that has the stupid feature.)

      Idk if this has been reported, so far. But there seems to be an identification error with how Growl handles the infection of Lycanthropy. If you become a werewolf through any method from this mod that is not the companions, the game will often fail to recognise the player and also properly get rid of Lycanthropy. As an example, if you try to become a Vampire Lord in Dawnguard, after becoming a werewolf through any of these alternative methods, it results in the Vampire status getting glitched and the player not properly turning into a Vampire because the game seems unable to get rid of Lycanthropy for whatever reason. The Vampires in the castle will not recognise you as a Vampire, while Harkon may repetitively try to correct the player but failing to do so. This is the only major issue I found.

      This is one reason why I didn't want to offer additional ways to become a werewolf. The game checks if you did the werewolf quest, not if you are a werewolf. This can be changed, but only individually in every place where it occurs, and with potentially major compatibility implications. But see above about stupid features people want...

      Change redguard passive to something better , because we already have  "Regenerate 20% of maximum Stamina per second".

      That's a 1/day power lol

      I think you should restore the vanilla aspect of transforming only once per day. The ring of Hircine isn't that hard to get, and it adds value to the daedric artifact.

      "Once a day" means "At will, but you have to stare at the screen doing nothing for 48 seconds between uses". The whole wait mechanic in combination with 1/day powers is so godawful that vanilla can literally have a race with a double damage power and it doesn't get used because of how much of a hassle it is to hit T and wait after every use.
    25. EnaiSiaion
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      I think a perk that completely disables this feature is somewhat a bad choice of design. Not only does it make the Ring of Hircide redundant, but also makes you wonder why go through the trouble of getting the Ring if you can just advance a perk anyways... Might as well kill Siding for the armor.

      Every detrimental feature must have an off switch or people who dislike the feature will not play your mod. I agree the perks should not have each other as a prerequisite and the next update will change that, but there has to be a perk to turn off transformations.

      It also takes away one of, if not the bigger characteristic of a werewolf, which is turning at the Moonlight. It's as if someone made a Vampire mod with a perk that negates blood feeding, imo.

      People love the ability to bottle blood from corpses in Better Vampires and constantly request the feature to be added to Sacrosanct, even though it makes feeding basically irrelevant.

      Either way, can always add this option to MCM like what Moonlight Tales does, and allow people to choose and/or customise if they want to be forced or not, while also not forcing either upon the player.

      Most people never open the MCM.

      Another one is the Favourite menu, or a way to change your howls on the go. "Makes Totems redundant" can easily be fixed by giving each totem a different passive power to the respective Howl, which the player can chose and change, similar to how Paarthurnax can buff one of your 3 shouts. Locking Howls behind the totems was always a scuffed idea no one enjoyed much. The favourite menu could also be used to handle revert form better. Vampire Lords can do all these changes so I don't see how this could be cheating or unfair.

      There is a possibility that this feature can be used to access non-howls, but it is worth trying out because it is such a popular feature request.
    26. EnaiSiaion
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      First I think lock breaking should be separated from the howls and made into its own feature, maybe with its own perk. As funny as I find screaming at locked doors in order to open them to be, I think I would prefer to just activate a locked door in order to break it open.  

      There was a technical reason for this, I forgot what it was. I should try it again.

      Secondly I do think night vision, while wholly unnecessary from a practical standpoint as you have expressed, would be a cool immersion option if nothing else. Either being implemented as its own toggleable ability as it is for vampires, or even being worked into Howl of the Hunt, would be cool.

      This will be added in the next update.

      Lastly, I am in support of the idea of being able to swap howls on the go in a similar manner to how vampires can swap spells and powers. In order to not make the totems useless I think they could instead be used to empower one of your three howls, adding new additional functionality to them that isn't just a numbers boost. An example I think would be particularly fun would be an enhancement to Howl of Terror that adds a damage over time effect to individuals who are affected. Not too much so that they are crippled and weak, but enough so that they are softened up a bit by the time you get around to them. A bonus feature to this to make you feel overpowered without actually being too overpowered, would be the ability for the howl to instantly kill anyone who is significantly lower level then you. (30-40 levels or so, maybe add an MCM slider so people can choose how op they want to be if that's possible).  In order to combat the inevitability of some players wanting to have all three empowered howls, an MCM option could be added that lets you have all three, but that would be down to you. 

      I like these, and disconnecting howls from totems is a planned feature for the next update.
  10. LeoArcticaa
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    Bit of a stupid question but I have to ask.

    But can this be used alongside Moonlight Tales? Or will that just break everything?

    Also...for some reason when I installed this alone all werewolves were headless....did I break something?
  11. abelyo
    abelyo
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    When I turn into werewolf the whole transformation makes me invisible until its completed and it shows my werewolf form normally.
    Anyone know how to fix?
  12. Username40054
    Username40054
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    For some reason, I can only eat corpses once in beast form and then can't at all afterward.