ObLars Posted February 11, 2012 Share Posted February 11, 2012 Hello! So, i've been clicking on the CK for a while now, and i can't seem to figure out how to edit the Werewolf settings. I.e the Jump multiplier, the time spent as a werewolf etc. Could anyone please point me in the right direction? :tongue: Link to comment Share on other sites More sharing options...
KraGeRzR Posted February 11, 2012 Share Posted February 11, 2012 Looks like it's defined in a script - at least the time spent as werewolf part is. The script in question is the one linked to PlayerWerewolfQuest, and it's called PlayerWerewolfChangeScript. Link to comment Share on other sites More sharing options...
ObLars Posted February 11, 2012 Author Share Posted February 11, 2012 Looks like it's defined in a script - at least the time spent as werewolf part is. The script in question is the one linked to PlayerWerewolfQuest, and it's called PlayerWerewolfChangeScript. Thanks mate :) Link to comment Share on other sites More sharing options...
MofoMojo Posted February 11, 2012 Share Posted February 11, 2012 Hello!o So, i've been clicking on the CK for a while now, and i can't seem to figure out how to edit the Werewolf settings. I.e the Jump multiplier, the time spent as a werewolf etc. Could anyone please point me in the right direction? :tongue: Duration is handled in the PlayerWerewolfQuest's PlayerWerewolfChangeScript. If you look at the properties of the script (not the script source), you'll see it's set to 150 seconds. Go into Quests, look for PlayerWerewolfQuest, go to scripts tab, Right Click on PlayerWereWolfChangeScript and edit properties. You can, atlernatively, modify the script itself. Here's the section of code where it calculates the turn back time: ; calculate when the player turns back into a pumpkin float currentTime = GameDaysPassed.GetValue() float regressTime = currentTime + RealTimeSecondsToGameTimeDays(StandardDurationSeconds) PlayerWerewolfShiftBackTime.SetValue(regressTime) ; Debug.Trace("WEREWOLF: Current day -- " + currentTime) ; Debug.Trace("WEREWOLF: Player will turn back at day " + regressTime) -MM Link to comment Share on other sites More sharing options...
KraGeRzR Posted February 11, 2012 Share Posted February 11, 2012 Duration is handled in the PlayerWerewolfQuest's PlayerWerewolfChangeScript. If you look at the properties of the script (not the script source), you'll see it's set to 150 seconds. Aha - I was still hunting for that... lol @ forgetting to check script properties. Regarding the jump height - I still have no clue - I would love to find this out myself. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 11, 2012 Share Posted February 11, 2012 What exactly ate you hoping to accomplish with the werewolves? Call of Hircine already has (a very, very buggy and preliminary) script that makes the player's transformations last from dusk to dawn. Not trying self advertising, just hoping take stock of all the werewolf mods that are cropping up. Depending on what you want to accomplish with your mod, we might be able to collaberate. Link to comment Share on other sites More sharing options...
MofoMojo Posted February 11, 2012 Share Posted February 11, 2012 Regarding the jump height - I still have no clue - I would love to find this out myself. There's a JumpBonus actor value but so far I can't figure out how to get it to work properly. Otherwise, Jump height is controlled, unfortunately, via a GameSetting called fJumpHeightMin. And so far, I haven't figured out any way to modify a GameSetting via script. If anyone knows, it would be greatly appreciated to shed some light on that! -MM Link to comment Share on other sites More sharing options...
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