Thank you, Great mod! I was wondering if you could possibly add similar mods that for example adds more Spriggans, Matrons, Ashspawn, and Giants at relevant lore-friendly locations, dungeons and wandering routes. Do you happen to have a tutorial about how you made your mod?
PS - Anyone, I'd love to see a proper and lengthy Giant or Spriggan dungeon which could expand their lore. Just hoping to inspire.
Really would like to download this mod, but don't really want werewolves added to dungeons and wish there was a seperate file for just the extra wilderness encounters. I realize this mod hasn't been updated in 6 years, but figure it can't hurt to ask since the only other option for more werewolf encounters seems to be Immersive Creatures, which I've had a bad experience with(mostly my own fault, but don't want to take any chances), unless anyone could enlighten me to another option.
Also saw that there's a radiant quest with a troll getting bugged by this mod that seems to be incorrectly flagged as fixed, according to some.
set globalvariable to 1 is not working here. It says ''unknow variable ''globalvariable'' '' Do i need to use this command to turn on the mode or its on by defealt? set ogmw_cityattacksfullmoon TO 1 or 0 do work, but idk if the mod is on or off.
My understanding is that when it says <global variable>, the 'global variable' is simply a placeholder description referring to the 'set ogmw_cityattacksfullmoon' as well as the other options. That is why when you type in global variable it says it does not exist. The <global variable> is similar to writing, 'please put your <insert name> here.' In which case you would then type your name, not, 'insert name'. I don't have this mod downloaded but looking at it that is what it seems to me to mean. Hopefully that helps.
In case anyone is having some trouble with the console commands, this is what worked for me without throwing errors : set ogmw_CityAttacksFullMoon 0 set ogmw_townattacks to 0
Haven't tested the other ones since I didn't need to change them, so YMMV. GL HF with this great mod.
Edit : In this new playthrough, it is now 'set ogmw_cityattacksfullmoon TO 0' that's working, so, again YMMV, lol. But the console commands will work eventually if it doesn't for you first try, try slitghtly different ones. But it will end up working eventually.
set globalvariable to 1 is not working here. Do i need to use this command to turn on the mode or its on by defealt? set ogmw_cityattacksfullmoon TO 1 or 0 do work, but idk if the mod is on or off
checked in xedit and they are all vanilla pleb werewolves. you have some mods messing up your vanilla leveled lists or something. the "do not take damage part" reeks of another mod interfering with your vanilla werewolves like giving them lots of armor or maybe your damage is low and since they have regeneration effect, it seems like you are not doing damage.
TL;DR No, this can't be ESLed because a script has a GetFormFromFile reference.
But the permissions are fairly open and the scripts include sources. And there are very few Werewolf encounter mods, and you don't see many werewolves in the wild in-game... so this could be an a real opportunity for someone. Just saying...
--- I tried to ESLify this mod by using ESPFE Follower - Eslify facegen and voices (excellent tool!). I was able to do it, but I don't know if it is safe. For now, I chose not to save and use the changes, and am not currently using this mod.
Part of the log that was generated was:
Spoiler:
Show
Converted FaceGenData: 0, not converted: 0, missing: 1. Converted voice files: 0, not converted: 0. Plugin MoreWerewolves.esp was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header. [00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00 Created: D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Seq\MoreWerewolves.seq [Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 1
The "missing" part was this: Face texture D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\textures\Actors\Character\FaceGenData\FaceTint\MoreWerewolves.esp\0005BAC5.ddS missing! Face mesh D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\Actors\Character\FaceGenData\FaceGeom\MoreWerewolves.esp\0005BAC5.niF missing!
If anyone could confirm if this mod is ESL-able, I would appreciate it. Also I tried similar ESLing of Diverse Werewolves Collection SE. The results were even worse with many "missing" parts. Sometime the missing stuff is not a problem, but still... wasn't sure.
A configurable/combined both "Diverse and More" mod that takes either no or only one ESP slot would be cool!
This mod, More Werewolves, has an npc but no facegen files, because the NPC is just a werewolf. I have had it eslified for a bit with no issues personally.
@Driku "A configurable/combined both "Diverse and More" mod that takes either no or only one ESP slot would be cool" +1 to this request. @Itikar7 Thanks for your report, cheers !
So I did go ahead and ESLify both Diverse Werewolves Collection SE and More Werewolves. I don't have the most stable game right now as it is old and I have been testing lots of stuff. I think these mods are not causing problems, but I also have not seen them in game much yet.
It would still be very nice to have an updated, all-in-one, official ESL version for this mod. But at least they are not taking any slots now.
And yes, thank you, Itikar7, for the report! And I do actually appreciate you, hoangdai94, agreeing with me! Thanks to all!
So now that I know a little more about the ESL process, one of the scripts in this mod (thanks for including the source!) has GetFormFromFile references, which makes it not ESLable. I have not seen hardly any werewolves in game, so that is probably why. The other mod, Diverse Werewolves Collection SE, should be OK to Compact/ESL (with my current level of knowledge).
272 comments
I was wondering if you could possibly add similar mods that for example adds more Spriggans, Matrons, Ashspawn,
and Giants at relevant lore-friendly locations, dungeons and wandering
routes. Do you happen to have a tutorial about how you made your mod?
PS - Anyone, I'd love to see a proper and lengthy Giant or Spriggan
dungeon which could expand their lore. Just hoping to inspire.
Also saw that there's a radiant quest with a troll getting bugged by this mod that seems to be incorrectly flagged as fixed, according to some.
set globalvariable to 1 is not working here. It says ''unknow variable ''globalvariable'' '' Do i need to use this command to turn on the mode or its on by defealt?
set ogmw_cityattacksfullmoon TO 1 or 0 do work, but idk if the mod is on or off.
I don't have this mod downloaded but looking at it that is what it seems to me to mean. Hopefully that helps.
set ogmw_CityAttacksFullMoon 0
set ogmw_townattacks to 0
Haven't tested the other ones since I didn't need to change them, so YMMV. GL HF with this great mod.
Edit : In this new playthrough, it is now 'set ogmw_cityattacksfullmoon TO 0' that's working, so, again YMMV, lol. But the console commands will work eventually if it doesn't for you first try, try slitghtly different ones. But it will end up working eventually.
set ogmw_cityattacksfullmoon TO 1 or 0 do work, but idk if the mod is on or off
E.g.
set ogmw_TownAttacks to 0
E.g.
show ogmw_TownAttacks
They do not take damage. I have to console "kill" command them cause they end up obstructing my playthrough at times.
any ideas of what i could do?
But the permissions are fairly open and the scripts include sources. And there are very few Werewolf encounter mods, and you don't see many werewolves in the wild in-game... so this could be an a real opportunity for someone. Just saying...
---
I tried to ESLify this mod by using ESPFE Follower - Eslify facegen and voices (excellent tool!). I was able to do it, but I don't know if it is safe. For now, I chose not to save and use the changes, and am not currently using this mod.
Part of the log that was generated was:
Converted FaceGenData: 0, not converted: 0, missing: 1.
Converted voice files: 0, not converted: 0.
Plugin MoreWerewolves.esp was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header.
[00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00
Created: D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Seq\MoreWerewolves.seq
[Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 1
The "missing" part was this:
Face texture D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\textures\Actors\Character\FaceGenData\FaceTint\MoreWerewolves.esp\0005BAC5.ddS missing!
Face mesh D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\Actors\Character\FaceGenData\FaceGeom\MoreWerewolves.esp\0005BAC5.niF missing!
If anyone could confirm if this mod is ESL-able, I would appreciate it. Also I tried similar ESLing of Diverse Werewolves Collection SE. The results were even worse with many "missing" parts. Sometime the missing stuff is not a problem, but still... wasn't sure.
A configurable/combined both "Diverse and More" mod that takes either no or only one ESP slot would be cool!
@Itikar7 Thanks for your report, cheers !
It would still be very nice to have an updated, all-in-one, official ESL version for this mod. But at least they are not taking any slots now.
And yes, thank you, Itikar7, for the report! And I do actually appreciate you, hoangdai94, agreeing with me! Thanks to all!
@coin3223 +1 kudos !