Jump to content

Cannot get this Transformation script to work right


Recommended Posts

Actually I did think of a way to do it without the quest, if you really don't want the quest running. Having the quest running increases the CPU footprint of the mod by a teensy amount (like so little anybody who notices it can probably barely run Skyrim on the lowest graphic settings on their rig to begin with). Other than that there's no real advantage or disadvantage to either method.

 

Glad you got it working.

Link to comment
Share on other sites

Actually I did think of a way to do it without the quest, if you really don't want the quest running. Having the quest running increases the CPU footprint of the mod by a teensy amount (like so little anybody who notices it can probably barely run Skyrim on the lowest graphic settings on their rig to begin with). Other than that there's no real advantage or disadvantage to either method.

 

Glad you got it working.

 

At FIRST I was gonna ask about how to do it, but if the difference is that negligible then it should be all good. I'm just happy I had help from otehrs who are way better than me when it comes to scripting. This project would not be possible if not for helpful community.

 

Thank you so much for helping me out and you too NexusComa! :laugh:

Link to comment
Share on other sites

With more then a few hours of research I can say there is a lot more to this then just the morph.

The script isn't going to be a viable spell you can use in the game as is ...

So far all of this has been testing as the script has flaws at the moment.

 

I do have a few questions for you ...

Is this to be a morph to what looks like a werewolf or is this to be an actual werewolf morph?

Do you plan on creating a mod out of this or is this just personal use/practice?

 

Also I wasn't able to compile the script above even with some modifications ... were you?

the: Removed the check to ensure Target != none. This event will not fire unless there is a target ...

was basically the scripts first logic error. I added the != to it hoping you would understand why that wasn't working.
I did however try the Target. suggestion but again was unable to compile.

 

As the script/mod is right now you are morphing into what looks like a werewolf. A true polymorph only in looks.

I went down a different road looking to make a real werewolf morph. Looked at many ways to do this and seen a lot of scripts.

Sadly not only did i find this was way harder then i thought at first. But seen most the scripts/mods out there are not even coming close to pulling this off.

Many went for the polymorph style and created mods that really aren't want you think they are. Some went for complete re-wrights of the games morph script.

doing a very poor job of it. Some in fact break the game knowingly ... or have poorly written scrips that in the end make huge mistakes.

 

 

I'm almost finished with a very sweet working model. (testing now) have faith ... Should be done with a few hours if all goes well.

Link to comment
Share on other sites

Ok ... here we go.

 

This is a very different approach to this then any I have seen. The goal here was to create a tome

that will give you a full on werewolf morph spell (as in you are really a werewolf with all the perks).

Also not break the game or any of the games werewolf code, quests or mechanics ...
Giving you a permanent (really really long) werewolf form with a revert out option. (sheath your weapon)

 

Edit TestPolymorphSkeeverEffect to look like this then save as a new form (hit yes on saving).

http://i.imgur.com/q8MOIgZ.png

 

Here are the properties.

 

http://i.imgur.com/75fm5Sv.png

 

Then edit PolymorphSkeever to look like this then save as a new form (hit yes on saving).

http://i.imgur.com/0UhggPz.png

And finally edit any tome ( item/book ) to look like this then save as a new form (hit yes on saving).

http://i.imgur.com/NrZTxs7.png

 

Here is the Script _WerewolfToggle

 

 

 

 

Scriptname _WerewolfToggle Extends ActiveMagicEffect
;
Race Property PolymorphRace auto
Spell Property PolymorphSpell auto
Explosion Property EndExplosion auto
GlobalVariable Property PlayerWerewolfShiftBackTime auto
Int HasBeastflag = 0
;
Event OnEffectStart(Actor Target, Actor Caster)
If(GetCasterActor().GetRace() != PolymorphRace)
Game.ShakeCamera(afStrength = 0.5,afDuration = 1)
GetCasterActor().placeAtMe(EndExplosion)
Utility.Wait(2.0)
If(Game.GetPlayer().HasSpell(PolymorphSpell))
HasBeastflag=(1)
Else
GetCasterActor().AddSpell(PolymorphSpell)
Endif
PolymorphSpell.cast(Game.GetPlayer())
Utility.Wait(10.0)
PlayerWerewolfShiftBackTime.SetValue(90000)
GoToState("Morphed")
Endif
EndEvent
;
State Morphed
Event OnBeginState()
While(Game.GetPlayer().IsWeaponDrawn())
Utility.Wait(3.0)
Endwhile
Game.ShakeCamera(afStrength = 0.5,afDuration = 1)
GetCasterActor().placeAtMe(EndExplosion)
If(HasBeastflag == 0)
GetCasterActor().RemoveSpell(PolymorphSpell)
EndIf
PlayerWerewolfShiftBackTime.SetValue(0)
EndEvent
EndState
;

 

 

 

This spell basically calls the games real werewolf morph script (spell) then adds a revert option.

It also modifies the morph time considerably. (without changing any of the game default scripts)

 

This was a very fun project and if i'm not mistaken the best way to go about this. There should be no side effects at all.

 

All updated with the new script .... 100% working like a boss !!

Edited by NexusComa
Link to comment
Share on other sites

To find it hit the console and type: help "Tome: pol" then use player.additem XXXXXXXX 1

 

Side note: make sure you download a mod called "Run Sprint and Jump" not sure what one I got but I love it ... it's the best mod ever !!! :tongue:

 

--------------------

 

All you need to do now is put the tome in a chest or someplace in the game and you have your toggle werewolf mod.

(make sure and give me some credit in your description) ... BTW, this mod is the real deal ... Works perfectly.

Edited by NexusComa
Link to comment
Share on other sites

Dude, you realize there is a "full on werewolf morph" already in the game? If all he was looking to do was make another werewolf spell it would take ten seconds. I'm not sure you what you are doing with these spells, but making a permanent or "really long" werewolf effect is super easy. You just have to set a bool variable ("Untimed," line 61) in the werewolf quest script to true. Likewise reverting back is as simple as setting the quest stage to 100.

 

The spell is usable as-is. It doesn't change him into a werewolf because that's not what he was trying to do.

 

Also I'm pretty sure this is not the best way to go about making a supplementary werewolf transformation. But it will probably work.

 

And just to clarify, no you are not morphing only in looks. The SetRace command will give you all of the stats and abilities of the new race, not just the appearance. You will meet the requirements of any condition functions or script checks that look for that race. I have no idea what NexusComa is talking about here.

 

Further I have no idea what he is talking about when he says that my comment was a "logical error." The script compiles just fine for me.

Link to comment
Share on other sites

lofgren I didn't mean to offend you if somehow I did that ...

 

The games morph is limited to time as a werewolf and a next cast use of 24 hours.

Adding to the werewolf quest script would be changing the way it was meant to be and play out.

Setting the quest stage to 100 would change how the quest plays out later if you take the quest on.

One of my questions was if just morphing was his intent and not to turn into a real werewolf. Try to use howl or feed once ...

A logic error is when you used working syntax but the script is not working as intended.

 

This version of a werewolf morph will not change any default values or break or take away from any part of the game.

I'm pretty sure everything is spelled out very well in my descriptions. I highly doubt he was wanting to not play as a werewolf once morphed.

I could be wrong though ... thus my question. Up until my last post the script was hacking now it's legit program. I could go into detail of

the pitfalls of trying to do a code of this nature. A little research may change your mind. I was shocked myself. To actually morph in to a real

playable werewolf is in fact very complicated as a few moments looking at default resources will show. Many of the resources are tied together.

To just morph into a shape, in this case a werewolf is fairly easy I agree.

 

Please don't try to turn this into your personal trolling "prove you wrong" kind of posts. I came here to help Juebev ...

I like what you did with your script attempt, even learned a few things from it. It could easily be modified to morph into many things,

very cool. But a real working werewolf isn't one of them. As I stated ... "I went down a different road looking to make a real werewolf morph" (with a toggle option).

And ... "Also not break the game or any of the games werewolf code, quests or mechanics." That had nothing to do with you. Please don't mistake my tact

for any type of respect of your last comment. Why would you come at me all rude like that, when the real intent here is to help each other ... "dude"

Link to comment
Share on other sites

Setting the werewolf quest stage to 100 will not change anything. The quest is set to stage 100 multiple times in normal gameplay. If it does have some effect further down the line, I haven't seen it despite playing for many, many hours and completing the Companions quest with my own werewolf toggle mod loaded multiple times. So I would like to know what effect you think it will have.

 

There is no need to modify any element of the of the werewolf quest script aside from setting that one variable to true, which can be done by script and reverts every time you change back.

 

As the author of a werewolf mod that I have spent the last year or so rewriting and expanding upon, I think I have some pretty solid credentials here. Your couple of hours of research do not impress me and your condescending tone and misleading statements are frustrating. Yes, we are all here to help each other which is why misinformation on this forum is so irritating.

 

I outright asked Juebev what he was trying to do and he responded here.

 

I know I can be abrasive sometimes. I try to do better. However it does irk me that you are basically calling me out – calling my script "unusable" and making utterly false statements like "you will change in looks only," stating that there are logical errors in my script that make absolutely no sense. If you think there is a logical error, by all means point it out. Don't obfuscate by intimating that you know something I don't know with statements like you were "hoping you would understand why that wasn't working." It DOES work.

 

I will try not to take it personally but you must understand that it feels a bit personal when somebody criticizes your work with factual untruths.

Edited by lofgren
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...