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Skyrim Lycanthropy Cure using the console


kittytoaster

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I decided to try to get vampirism and lycanthropy on at the same time. My problem is, that even with the Ring of Hircine equipped, I don't get the power under the powers tab. Should this happen after curing lycanthropy (your way), then getting vampirism, and then lycanthropy (your way) again? Or am I doing something wrong? Even just the console command for the Ring of Hircine power, not item, would be fine.

 

Thank you.

 

[EDIT]- Also, I'm using version 1.3.10.0

 

[EDIT][EDIT]- I also have Additional Werewolf Transformation under Active Effects while wearing the ring

Edited by SandroFreed
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I don't get the power under the powers tab

 

The way the powers stack and which scripts apply which powers, is very messy and prone to individual bugs, related to who-knows-what. You have to remember that it was not intended that a players character had both of the diseases and by the looks of how Bethie implemented lycanthropy, they didn't want players to have any freedom at all after becoming a werewolf. The Only thing I can suggest right now, is adding the power manually, the code should be somewhere in this thread if you cant find it in the wiki's.

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The Only thing I can suggest right now, is adding the power manually, the code should be somewhere in this thread if you cant find it in the wiki's.

 

I figured it had to do with game mechanics, but whatever

 

I actually did find the power for the ring on my second look at UESP's page for powers. I probably didn't see it the first time since it was really late.

 

For anyone else interested, the code is player.addspell 000f8306

 

I've tested it out, and it works more or less. It basically provides a second beast form, so you do have to wait out the 24 hours before using that specific power again

 

Also, note for Vampwolves:

You still don't recover any stamina while in wolf form during the day, so be careful how much of it you use

 

Would be nice if someone made a mod for Vampwolves to function regularly. I'm sure it would only appeal to a small niche, but it'd be interesting

Edited by SandroFreed
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  • 2 weeks later...
K so I was just wondering, my character looked good but since I got lyconthropy or w.e she looks like she slammed her face into a pile of S**T >=( is there a way to fix that ?! (I'm currently a vampire and with my other profile (they basically look the same) has vamp too and doesnt look like she has a face full of s**t) =/
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she looks like she slammed her face into a pile of S**T

I haven't encountered anything like that. Lycanthropy should NOT alter the appearances by any means. Looking at the beta, my first guess would still be that something else broke your characters face.Any chance you cna provide us with a screenshot of the face?

 

To fix it [Make a separate save before trying this] , however, you can use the 'showracemenu' command, but DO NOT alter the race or presets. Changing race or preset will reset or change your stats. After opening the menu, you can try and change the face back to normal.

 

If it's glitched and FUBAR and you can't fix it with the showracemenu command like that, you should mark down all of your stats, try showracemenu again and change the race this time. Mingle with the parameters until you're satisfied with the result, enter the name and you're done with the face. Now, for the hard part. You'll have to 'player.setav *statname*' all your stats back to the ones you had before. Eg. if your Block was 67 before and after changing the race back and forth it's down at 20, use 'player.setav block 67'. And if all that isn't tedious enough, there's a chance that other things reset too. Other things like dragon shout statuses, quest statuses, counters, etc - so you can't really be sure whether this 'fix' doesn't break the rest of the game, much like some of the fixes in the official patches.

 

Now, 4 months later, after they've released 3 underperforming patches, I'm glad I got dropped from the QA team.

And on a similar note, I'm working on a title Bioware will be releasing later this year so I'm not doing any testing regarding the lycanthropy anymore. There are people working on script mods and after patch 1.4 and release of the CK, this thread might become obsolete.

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  • 4 weeks later...
hi the code works in stopping the days as werewolf bug but then people still keep on commenting about furs coming out or your wolfish grin. I reverted back in to being a vampire already (been a vampire from the start 250 days) and I really find the whole skin as white as snow, bad hunger in eyes dialogue to be perfect for my role playing so I really want it to get fixed as well. The fact that no "lycantrophe cures" actually get listed even with the console fix might be the cause of the dialogue problem.
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To fix the guard commenting issue, all you have to do is get yourself the Creation Kit and mod the game a bit. If you don't know how to operate the Kit, you should take a look at the tutorials. If you feel comfortable with the kit already here's a quick tut on how to disable those comments.

After you've loaded the master file, goto Edit>Find text and search for 'out of your ears'. there should only be one result. Double click on the result (or Info text). this will open the Quest dialog for DialogueGuardsGeneral and highlight the fur out of ears dialogue line.

As you can see from the table, the conditions are stupid: the first part (GetStageDone) checks whether you've gone past the point in the companions questline where you become a werewolf and the second part GetInFaction checks whether the speaker is in fact a guard, not just a random person.

What Bethie did wrong, was leave out the part where it should check whether the player is a werewolf or not.

 

To fix this, doubleclick on the line in the table and this will open the dialogue editing dialog. Now find the table with the conditions and click on the 'New' button below it. From the Condition function dropdown menu select GetGlobalValue. Now click on the Parameters button labeled 'INVALID' and from the list, find 'PlayerIsWerewolf'. After clicking them OK's, the condition is addedto the list. Now the game checks for the global value to be positive before commanding the guards to talk such rubbish. You can also fix other comments like that, note that most of the werewolf comments are bunched up in the quest table.

 

A trick you could also do if you're a vampwolf, is that instead of selecting 'PlayerIswerewolf' you could choose PlayerIsVampire and set the target to 0.0000 instead of 1.0000. This way you wont get the furry comments when you're a vampire.

 

Using the same method described above, you can disable all annoying comments. To completely disable a line of random dialogue, add a GetIsID condition with the subject being the player. That way the dialog would only be spoken by the player, but as the player is a silent character, there wont be any dialogue at all.

 

Will copy this to the first post as well.

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hey thanks! will this bring automatically back the vampire comments by people?

 

last random question, do all people who went through with the companions questline automatically get this werewolf bug or is it some darn bad chance only? If it's by some bad stroke of luck, then does a lycanthrophe cures line come out of the general tab just like the vampirism cures line?

Edited by Spectre05G
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will this bring automatically back the vampire comments by people?

 

Sorry, forgot to check that. To ensure the vampire comments are back, use the creation kit the same way described above to find the comments and make sure all of the conditions are met with your character. For example if the conditions are that the PlayerIsVampire == 1, use the ingame command to make this true.

 

last random question, do all people who went through with the companions questline automatically get this werewolf bug or is it some darn bad chance only?

 

I'd say its both in technical terms. First you have a very buggy and not very well thought through technical background for the quests and then you have 'randomly' occurring bugs. They aren't really random because they do have certain roots in certain parts of the game, but then again, Aela not giving the player a certain quest because she is married to him/her and the player has completed a few quest not related to the companions questline, could be described as random.

 

Most of the problems with lycanthropy are related to the so called randomness of the game. If you cure your character o nthe go with Kodlak, your chances of getting some problems later on are low, only memory fuzzes. But if you leave your character be and decide to cure it later, you might get stuck, because the quest's that lead to the curing quest are supposed to be random and different each time, scripted in a stupid loop that might give false quests, already completed objectives or nothing at all.

 

So most of the lycanthropy related bugs come with the complete mess of a disease. Everyone keeps wondering why they had to model it like this and wouldn't just copy-paste vampirism and change the appearance. Almost everything related to lycanthropy is tied to the questline. People see you as a werewolf after you've completed a quest, not when you're actually a werewolf. In my opinion this is an absolutely moronic flaw and I haven't encountered anything like this in the previous Bethie games. It looks like an early draft that didn't ever get repaired. And at the same time, they're wasting space on global values, 'just 'cause'. Instead of doing everything by the questline, they add a global value, just to track the days as a werewolf. So everything important goes by some quest stages or variables that might get bugged and are illogical in the end (people calling you a werewolf after youve been cured), and the day counter counts the days the global value has been 1.

 

If you read this, Bethesda's lead programmers, yes I am saying I could do your job better than you. Period.

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