All suggestions and feedback welcome. I would like to point out one minor bug I am still working to fix with the mod. For some reason, on occasion, the wearbears will keep their previous voice. You can hear this at times while fighting them and they make grunting noises or threats. It isnt obnoxious but it's still enough to annoy me. Once I understand why this is happening I will update this mod with a fix.
It should be noted this bug does not occur with my companion mod Scourge of the Werewolf, which was made pretty much identical to this one.. If anyone is knowledgeable on this sort of thing please let me know!
When I hear the human voices I just tell myself they're actually in control of themselves although the roar would be better, I can deal. It's such a fun addition.
Almost always. After I do them a certain amount of damage my combat mods make them flee and they scream for me to spare them. It's strange but makes me feel pretty badass. LOL
Also does the SPID mod " supernatural creatures resist normals weapns plus more" apply to thse guys? https://www.nexusmods.com/skyrimspecialedition/mods/81107
I fricking love these two mods BTW. So many "oh s#*!!" moments. Although sometimes they're helpful when they clear out their former comrades.
That SPID mod will apply the special damage resist or enhanced perks that comes with it to NPC's based on their Actor type and race. Both Scourge mods have NPC's change their race when the actual transformation happens, so I believe on it's own, the perks wont get applied. There is a way around this however.. since Scourge use SPID to distribute the diseases via a custom keyword, we can do the same with the supernatural resist mod.
Open up the magicalcreatures_distr.ini and add these lines:
Doesn't matter where in the file you put them, I'd just add em to the bottom. So basically, the NPC's will have these damage perks before the transform. Should carry over to their beast form without an issue. Have fun!
Why don't your scourge mods drop their items when killed? Their inventory always carries only what they had before the transformation but you never get a werewolf pelt? I never found a werebear before this mod so don't know if they carry a pelt or anything unique.
Good point my friend. It would definitely make sense for the transformed NPC's to have their associated pelts. I have a few things I want to add with the next update, so I will add this to the list as well. Thanks for the idea!
Long story short, the reason is that Werewolf Pelts, while an item in the game, are not specifically listed as an loot item for werewolves, only the wolf pelt is. There currently is not a Werebear specific pelt either, at least not in the vanilla or dlc.
With that said, if you happen to use the mod Hunterborn, werewolves created by the Scourge mod can have the werewolf pelt "skinned" from them, but it does not currently recognize the Scourge werebears as targets for skinning/harvesting, or at least, I haven't managed to get it to work on a scourge werebear... After some digging in the CK, it appears that Hunterborn does allow for skinning the vanilla/dlc werebears but gives a bear pelt, not a werebear pelt.
KWRMF197, can we use the script to add the werewolf/werebear (as appropriate) leveleditem list to the affected NPC's? For Werewolves, it is: DLC1DeathitemWerewolf, and for Werebears, it is: DLC2DeathItemWerebear. I'm not certain how the deathitem leveled lists are applied, whether it's by race or another flag somewhere...
I think so but it might be easier and less script demanding to just have SPID add the pelts to the NPC based on the keyword distribution. Would there be any other items included in their leveled lists besides the pelts?
If i said i've been playing this for years & since the beginning i never once saw a werebear. Not once. I install this & scourge of the Scourge of the Werewolf mod. Changed the % to 70 & 60 for both, BANDITS ONLY. I goto traitors post near windhelm & before i knew what was happening they changed. Luckily i was invisible lol and just watched them tear the ship out of everything!
One question, do they eventually turn back into people or do you have to kill or leave the area? I got tired of waiting to see if they turned back? If so how long do they stay as monsters?
Unfortunately, it seems to have some strange interactions with Immersive Patrols (https://www.nexusmods.com/skyrimspecialedition/mods/718).
When NPCs from that mod transform, not ony do they seem to stay in their factions, everyone in their group becomes hostile to everyone else, as if they had been attacked (witnessed with imperials and stormcloaks)
They also seem to transform at a higher rate? Unless the 3 or 4 Werebears in a single skrimish were a coincidence.
I used the "No followers"-Version. Gonna switch to the "bandits only" one.
Edit: Just noticed, I used an old version of Immersive Patrols. Not sure it will happen with the new one.
Hey, this might be related to a similar bug/design oversight that occurs with Immersive World Encounters. Next time you see a patrol with Werebears, make a note via the console (I think vanilla is fine, but More Informative Console is better) of that Actor's Base ID. Check to see if either all the actors that are werebears share that Base ID or if the next patrol with werebears shares those Base IDs.
I think because a lot of mods that add NPCs use the same Base IDs to spawn multiple roaming types of NPCs, when the Base ID is infected with the transformation all other instances that use that Base ID will be werebears.
Hey, sorry if this is too much to ask but do you think it would be possible to make a version of this for the were creatures added by SpikeDragonLord's Curse of The Wereboar, Curse of the Wereshark, and/or Beasts of Tamriel? I just think it would be cool for there to be more variety of the were creatures random NPCs could turn into.
As long as the creatures in question transform in game like vanilla werewolves and werebears do via spell, then yes, I believe it'd be simply a matter of swapping out the spell in my scripts. Of course we would need permission to use SpikeDragonLord's files / assets.
I checked the permissions on all three mods for you, for Curse of the Wereshark and Curse of the Wereboar it just says to give credit and link the original page for Beasts of Tamriel you have to ask permission first
how would you go abouts making this distribute to bandits and other enemy type npc only? would you need to create like a list of people that you don't want in the ini file or a list that says like bandits forsworn only, i should really learn the spid distribution system better i know.
The column after the "ActorTypeNpc" is where you specify form filters such as factions. You do this by simply adding the faction ID with the leading zeros replaced with "0x" as I have it set above for the bandit faction. To add more than one faction, you simply place a comma after each ID. Like this:
that's awesome thanks, guess what i need to learn is the factions then because spid is awesome but sometimes would be nice to include or exclude some groups.
So currently SPID is unable to restrict distribution by location, but we CAN specify factions or individual NPCs. So for example, a _distr.ini file that specifies only the bandit reavers or the raven rock factions. I'll make an variation :) thanks for the suggestion!
Solstheim only version is up! The distribution is set only to the Bandit Reaver faction though, as most of the other factions look like they include unique NPCs. Including those factions then brings in the problem of potentially essential NPCs or NPCs with low confidence levels. Nobody likes cowardly werebears lol
LOL yeahh.. I mean by all means if you wanna give it a shot it does sound fun. Just take the ,-courier part out of the line in the _distr.ini file. Or copy and past this to replace the pre-existing line:
45 comments
It should be noted this bug does not occur with my companion mod Scourge of the Werewolf, which was made pretty much identical to this one.. If anyone is knowledgeable on this sort of thing please let me know!
Also does the SPID mod " supernatural creatures resist normals weapns plus more" apply to thse guys?
https://www.nexusmods.com/skyrimspecialedition/mods/81107
I fricking love these two mods BTW. So many "oh s#*!!" moments. Although sometimes they're helpful when they clear out their former comrades.
That SPID mod will apply the special damage resist or enhanced perks that comes with it to NPC's based on their Actor type and race. Both Scourge mods have NPC's change their race when the actual transformation happens, so I believe on it's own, the perks wont get applied. There is a way around this however.. since Scourge use SPID to distribute the diseases via a custom keyword, we can do the same with the supernatural resist mod.
Open up the magicalcreatures_distr.ini and add these lines:
Perk = 0x803~MagicalCreatures.esp|InfectedWerewolf|NONE|NONE|NONE|NONE|100
Perk = 0x803~MagicalCreatures.esp|InfectedWerebear|NONE|NONE|NONE|NONE|100
Perk = 0x805~MagicalCreatures.esp|InfectedWerewolf|NONE|NONE|NONE|NONE|100
Perk = 0x805~MagicalCreatures.esp|InfectedWerebear|NONE|NONE|NONE|NONE|100
Doesn't matter where in the file you put them, I'd just add em to the bottom. So basically, the NPC's will have these damage perks before the transform. Should carry over to their beast form without an issue. Have fun!
https://en.uesp.net/wiki/Skyrim:Werebear
With that said, if you happen to use the mod Hunterborn, werewolves created by the Scourge mod can have the werewolf pelt "skinned" from them, but it does not currently recognize the Scourge werebears as targets for skinning/harvesting, or at least, I haven't managed to get it to work on a scourge werebear... After some digging in the CK, it appears that Hunterborn does allow for skinning the vanilla/dlc werebears but gives a bear pelt, not a werebear pelt.
KWRMF197, can we use the script to add the werewolf/werebear (as appropriate) leveleditem list to the affected NPC's? For Werewolves, it is: DLC1DeathitemWerewolf, and for Werebears, it is: DLC2DeathItemWerebear. I'm not certain how the deathitem leveled lists are applied, whether it's by race or another flag somewhere...
One question, do they eventually turn back into people or do you have to kill or leave the area? I got tired of waiting to see if they turned back? If so how long do they stay as monsters?
AWESOME MOD endorsed with kudo
love the idea of the mod.
Unfortunately, it seems to have some strange interactions with Immersive Patrols (https://www.nexusmods.com/skyrimspecialedition/mods/718).
When NPCs from that mod transform, not ony do they seem to stay in their factions, everyone in their group becomes hostile to everyone else, as if they had been attacked (witnessed with imperials and stormcloaks)
They also seem to transform at a higher rate? Unless the 3 or 4 Werebears in a single skrimish were a coincidence.
I used the "No followers"-Version. Gonna switch to the "bandits only" one.
Edit: Just noticed, I used an old version of Immersive Patrols. Not sure it will happen with the new one.
I think because a lot of mods that add NPCs use the same Base IDs to spawn multiple roaming types of NPCs, when the Base ID is infected with the transformation all other instances that use that Base ID will be werebears.
Keyword = InfectedWerebear | ActorTypeNpc | 0x1BCC0 | NONE | -U | NONE | 1
The column after the "ActorTypeNpc" is where you specify form filters such as factions. You do this by simply adding the faction ID with the leading zeros replaced with "0x" as I have it set above for the bandit faction. To add more than one faction, you simply place a comma after each ID. Like this:
Keyword = InfectedWerebear | ActorTypeNpc | 0x1BCC0,0x43599 | NONE | -U | NONE | 1
If you replace the line in your distr.ini file with that one, you would have the disease distribute only to NPCs of the bandit and forsworn factions
Can you add an option to limit your mod to Solstheim or explain how to do it?
Keyword = InfectedWerebear | ActorTypeNpc | NONE | NONE | -U | NONE | 1