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opusGlass

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opusGlass

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272 comments

  1. Nyoloth
    Nyoloth
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    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. 
  2. Rodderick90
    Rodderick90
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    Will the attacks on cities during full moons work with Open Cities?
  3. vnh
    vnh
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    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.
  4. lusiis
    lusiis
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    can someone clarify a doubt i have?

    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.
    1. NinSeishinFudoshin
      NinSeishinFudoshin
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      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.
  5. deleted4896204
    deleted4896204
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    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.
    1. lusiis
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      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
  6. ellolads
    ellolads
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    How do i fix the "missing variables" problem? I i wrote what i needed to write, in the console menu.
    1. opusGlass
      opusGlass
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      By typing it correctly

      E.g.

      set ogmw_TownAttacks to 0
    2. ellolads
      ellolads
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      Soooo...it works, even when it says "unknown variable"?
    3. opusGlass
      opusGlass
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      No, unknown variable means you didn't type it correctly.
    4. ellolads
      ellolads
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      Okay. So when it just says the command and no error message, it works?
    5. opusGlass
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      I don't think it says anything when it works, yeah. You can confirm with "get <globalvariable>"
    6. ellolads
      ellolads
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      Am i supossed to write it like "get <globalvariable>"? Because it says "script not found".
    7. opusGlass
      opusGlass
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      Ah, sorry, I think it's actually "show" instead of "get".

      E.g.

      show ogmw_TownAttacks
    8. ellolads
      ellolads
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      Last question: Its enabled when it's value is 1.0000, right?
    9. ellolads
      ellolads
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      • 1 kudos
      Nevermind!
    10. lusiis
      lusiis
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      it is? i have the same question
  7. It works but holy crap the werewolves are OP as fuck.

    They do not take damage. I have to console "kill" command them cause they end up obstructing my playthrough at times.

    1. mattjames2010
      mattjames2010
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      Yep and sadly this is the only freakin' mod I can find, after all this time, that addresses the lack of werewolves in the wild. 
    2. HK47ProtocolDroid
      HK47ProtocolDroid
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      Yeah, I would like more werewolves too (but still rare), but it seems I'll have to pass this mod.
    3. ftwranger
      ftwranger
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      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.
    4. lusiis
      lusiis
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      well, i cant even enable it, set globalvariable to 1 just wont work, it says  ''unkown variable ''global variable'' ''.

      any ideas of what i could do?
  8. WallRockTree
    WallRockTree
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    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!
    1. hoangdai94
      hoangdai94
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      +1 to to this request
    2. Itikar7
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      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.
    3. Driku
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      saying "+1" literally adds nothing to the discussion dude.
    4. hoangdai94
      hoangdai94
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      @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 !
    5. WallRockTree
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      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!
    6. Freyr95
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      Complaining about someone saying "+1" literally adds nothing to the discussion, dude.
    7. hoangdai94
      hoangdai94
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      @WallRockTree Thanks for your useful report, kudos is given !
      @coin3223 +1 kudos !
    8. deleted2617394
      deleted2617394
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      hello again fellow ESL enjoyer :)
    9. WallRockTree
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      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).
  9. BlazeStryker
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    Soltsheim and werebears... Discussion?
  10. NwahWitAttitude
    NwahWitAttitude
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    How can I make them only appear at night?