nadokanya Posted November 29, 2018 Share Posted November 29, 2018 Hi, everyone. So, im making a fully voiced follower, who have ability to transform into a werewolf. But i have a troubles with scripting.My NPC have to transform when combat gets started and transform back when its over. But something wrong with, i guess, because: - She transforms into her race (custom), when the battle begins- When she finaly turns into a werewolf, she is invisible- When she transforms back, her face look different, same with hair, and she is naked My script: SPELL Property WerewolfChangeFX Auto Actor Property NPC Auto Race Property CustomRace Auto Race Property WerewolfRace Auto Outfit Property OutfitProp Auto event oncombatstatechanged(actor aktarget, int combatstate) if (combatstate == 1) ;started combat WerewolfChangeFX.cast(self) if RegisterForAnimationEvent(NPC, "SetRace") actorproperty.setrace(WerewolfRace) actorproperty.UnequipAll() endif elseif (combatstate == 0) ;left combat NPC.setrace(CustomRace) NPC.setoutfit(OutfitProp) endifendevent Well, whats wrong? Link to comment Share on other sites More sharing options...
Evangela Posted November 29, 2018 Share Posted November 29, 2018 Way more than that is involved to mimic the werewolf transformation. I suggest you study the PlayerWerewolfChangeScript. Link to comment Share on other sites More sharing options...
NexusComa Posted November 30, 2018 Share Posted November 30, 2018 (edited) I did this one up one time but I made it into a Spell Tome: Shapeshift Lycanthrope and it was for the player.As far as the coming back naked mine does that too. Really not sure about the follower to werewolf thing here but looking at my script [ I added the spell WerewolfChange then did the spell cast on the player then remove the spell to end the morph. ] That was pretty much it. Didn't add a set race or register for animation. Mine would morph you into a werewolf on spellcast doing the WerewolfChange spell in script after adding itnot the WerewolfChangeFX ... it then went to: While(Game.GetPlayer().IsWeaponDrawn()) Utility.Wait(3.0)Endwhile After that I just removed the spellEverything works perfectly. Apparently the claws count as a weapon.There was also a global I set for a really long time so I could stay that way till I sheathe my "weapon" to end the morph when I wanted.PlayerWerewolfShiftBackTime.SetValue(90000) This is for personal use and I never uploaded this as a mod as I'm sure it would run into problems for the player if they actually had the werewolf effect added by the game normally ... This approach is more of a: the player has never had anything to do with the werewolf quest(s) in the first place and isused to morph the player into a werewolf and back. In short try: WerewolfChange in place of WerewolfChangeFX. Keep in mind I'm just guessing here as I am not sure this will work on a follower ... Edited November 30, 2018 by NexusComa Link to comment Share on other sites More sharing options...
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