Werewolves mod readme

#

# Episode I : The Forgotten Fear

##
by the McAsmod team
Version 1.61

Morrowind "Tribunal" expansion REQUIRED

Latest version screenshots:
http://werewolves.mwsource.com/newscreens/

For more screens, informations, features and download links, check our site:

http://werewolves.mwsource.com

For even more information, latest news, FAQ, mod community, questions & answers, check our forums:

http://dynamic5.gamespy.com/~chronicles/ww/YaBB.pl

READ THIS README FROM THE 1st TO THE LAST LINE PLEASE.

It's for your own good, trust me!

> 1 - Introduction

> > 1.1 - Description

> > 1.2 - Forewords

> 2 - Mod features

> 3 - Gameplay

> > 3.1 - Some gameplay details

> > 3.2 - Werewolves special capacities

> > 3.3 - Known bugs

> > 3.4 - Recommendations

> 4 - Options

> > 4.1 - Console commands

> > 4.2 - Mods recommended / Not recommended / To avoid

> > 4.3 - Recommended changes to the Morrowind.ini file

> 5 - Versions history

> 6 - Credits

## 1 - Introduction

1.1 - Description

Vvardenfell's nights had always been the same. Not always as calm as one may want, unpleasant encounters sometimes, even dangerous ones, but people knew what to expect from them. No surprise.

But one night, a howling has been heard. Just one. And then the nightmare started.... Death... Blood... People disappearing... And who are those strange folks roaming around? What's going on?

Morrowind had a particularity compared to all other Tamriel's provinces: no one has ever seen a werewolf there. Ever.

Well, till now.

1.2 - Forewords

Forewords from StickMan, one of our fellows on the Werewolves boards. Here are his conclusions about the mod after some hours of playing :
"I was very impressed with this MOD. I've seen a lot of MODs where you go in, test it out, play with it, and then never use it again except maybe to look at the code.
It took me from 2am-8:30am for me to realize exactly how this MOD is meant to be played. Keep in mind this conclusion came from playing a werewolf MOD from 2am to 8:30am...

What I saw: The mod is meant to be played as an addition to the life of your Neravine character. It's a fairly rare event that you turn into a werewolf (about 2-3 nights every 20-25 days ... or something) so you can go about your daily business--just don't forget about your little dark secret.

Also, I was very pleased with the balancing. I doubt I could have come up with something so clever. In an effort to play as a werewolf as much as possible I went into a coma for two weeks to get to the full moon. Once the night was up and I changed back, I immedietly slept until nightfall once more to play as a werewolf. ... What? My stats SUCK all the sudden! What a beautiful balance idea! :D There seems to be a real-time(ish) timer that drains your stats and makes it basically worthless to sleep until your next werewolf episode. IE: You have to play the game as both the werewolf and human sides of your character. You're given incentive.

[...] This is a really really good mod! I feel like I can leave this thing ON all the time and it'll ADD to the gameplay instead of just being a little fun thing to play with! It's beautiful! It's amazing! I've never seen anything like it! This is a REAL MOD. I like it. I am deeply impressed. I hope I got my point across. This is really really good. "

## 2 - Mod features

Warning : the mod features are activated ONLY if your character is level 15 or more !

- Bloodmoon compatibility
- Werewolves almost all over Vvardenfell, appearing at night (8pm to 6am). You can start to fear if you hear their howling, because they're not far...
- Various types of werewolves, all powerful foes
- You can be cursed with Lycanthropy by close fighting a Werewolf and if you stay alive long enough
- Lycanthropy is a special curse, can't be cured by any classical way. It's no disease. It requires an unknown special cure. (will be in Episode 2)
- Vampires (not cured ones) are immune to Lycanthropy.
- When you've got lycanthropy, you have to change to werewolf form at night (8pm to 6am) each night when at least one of the moons (Masser and Secunda) is full. Both moon have effect on werewolves.
- Werewolves will be much stronger when both moons will be full. Changing in werewolf form only occurs at night and you go back to normal in the morning.
- Moon influence works indoor and outdoor, no need to be able to see them to feel their influence.
- You take a whole different form in werewolf form, removing all your pieces of armor and weapon and shield. Many stats lowered a lot, some stats boosts, can't use magic apart powers.
- If anyone sees you transforming, you'll be known as a werewolf even in normal form
- Werewolves are very strong, regenerate health and fatigue quickly at night.
- Werewolves have big weaknesses too...
- Physical transformation with shape shifting and size change. Shape and size depends on moon phases, all clothes and armor are taken off, armor is subject to disintegrate spell when changing in biggest forms.
- When in werewolf form, everyone hates/fears you. Guards attack werewolves on sight (using GIANTS scripts by Horatio), so be careful in cities and villages at night...
- Moons effects are working this way :
  - Secunda and Masser not full : Normal form
  - Secunda full, Masser not full : Lesser werewolf form (Omega)
  - Secunda not full, Masser full : Werewolf form
  - Secunda and Masser full : Higher Werewolf form (Alpha)
- You may randomly encounter pro Hunters who will be after you someday if you get lycanthropy.
- When you're spotted transforming, you have a delay (modifiable, 2 game hours by default) to identify, find, and kill the witnesses so they won't tell everyone what they saw. There is a visual help to identify the witnesses (on by default).
- Once finally publicly known as a ww, it's only temporary. Time of "known ww" state will depend on your reputation, factions you're member of, faction rank, bounty, etc. Can go from 15 days min to 60 days max (modifiable)
- You'll have a message telling you everyday how many days of known ww remain. You'll also get a special amulet to remind you that information anytime
- If you meet someone who recognize you during your "known ww" time, you will have your known ww days counter reseted to full value.
- When known, you can hide your identity to persons with a disguise and/or a helmet. You have then lower (but never null) chances to be recognized. Chances of recognition are based on sneaking, personality, luck and type of helmet. You're taking a lot more risks when talking to people.
- 2 type of claws in ww form: one looking like natural claws which can be switched with the "Wolverine" style ones. The "natural" ones are quicker (2x) but with lower damage and no blocking capacities, while the "Wolverine" ones have full damage and blocking capacities at the price of speed (1x).
- You can swap from one type of weapon/claws to another using next/previous weapon keys
- Compatibility with Aerelorn's Combat Enhanced (MWE) 1.0+
- When you kill someone, if you're close enough, you have chances to "feed" yourself on your victim's body! You then gain random health points maxed to the victim's level.
- Female ww may spawn too
- In ww form, you can howl at will with special key combinations
- Bloodmoon add-on. Additional features if you have the BM expansion:
  - 2 new leveled ww "monsters" may spawn
  - Our werewolves will spawn in Solstheim too
  - Use the BM werewolf system to make all NPC react (optional)
- Optional elements, on by default:
  - Bloodlust implementation: the longer you're a ww without killing, the more you'll *have* to kill to satisfy your bloodlust. No bloodlust if you can control your ww transformation.
  - In ww form, inventory (& map) is disabled by default. Thanks to Cortex for the idea. ;-)
- And more!

## 3 - Gameplay

3.1 - Some gameplay details :

- Ways to get cured do not exist in Episode I: think about it before wanting to be cursed
- You can be immune to lycanthropy if you want (see section 4.1)
- WW are supposed to be rare, at least at the beginning. They start appearing in the Bitter Coast, then they spread over Vvardenfell.
- WW become less rare as time passes though. There are story reasons for all that, revealed in Episode II.
- WW and Hunters are spawning more often as days pass
- When you're in ww form, your 1st person view size is smaller than in 3rd person view. This has been done to bypass a MW engine bug (see below)
- Sometimes when you're in 3rd view the view changes to 1st view a few seconds and get back to 3rd view : it's normal.
- When you transform to ww form, the mod expells you from all the MW factions you're part of (not mod's ones) and restores your ranks when you transform back. This prevents you from being expelled for killing a fellow member while in ww form.

3.2 - Werewolves special capacities

- Howling on command: ready a spell and very briefly (less than 1s) sneak on/off
- Growling on command: ready your claws and very briefly (less than 1s) sneak on/off
- Swap claws type: press the "next weapon" / "previous weapon" key
- High Jump: Run + Jump

3.3 - Known bugs :

- 1st person view camera position is not reseted to PC current size after PC creation (MW engine bug)
- Werewolf picture in inventory is sometimes bigger than the window can display (MW engine bug)
- WW meshes/textures are in no way definitive
- All is highly scripted, so the mod may be CPU intensive
- Music volumes get suddenly high sometimes (MW engine bug)
- Some glitches sometimes in guards behavior (no attack, they don't see other ww, they attack other guards...)
- Others you will find ;-)

3.4 - Recommendations

- DO NOT ABUSE OF RESTING : WHEN CURSED THERE'S A *PENALTY* GETTING WORST AS DAYS PASS
- Do not try to "play out" this mod. This is NOT a fast action pop-corn mod.
- Put it on, forget about it, and enjoy what it offers when it offers it. All is planned, all is calculated for enjoyment, so rushing things is a sure way to lose all the interest of the mod.
- Morrowind isn't a very very stable game. It is ok on its own, but the more you add mods, the worst will be the stability. And the ww mod pushes it to its limits in terms of capacities, that's why it could crash more often. It's not a matter of bugs (because bugs always do the same result for the same action) but of chaotic environment. To crash less often, try to make the game as light as you can, just use the minimum mods
- DON'T OVERCLOCK YOUR COMPUTER. I don't say that because it's "bad", but because MW is one of those programs extremely sensitive to this kind of things for some strange reason. I can tell you that out of experience. And Win2k/XP stability is far far better than Win98's one.

## 4 - Options

4.1 - Console commands

Those are used to fine tune the mod to your tastes. To use them, open the console window in game (top left key) and enter one of the following (below are listed the default values):

set wwA_FleeDist to 3500
; NPC going further than this distance will stop fleeing
set wwA_KnownWW to 0
; 0 = not known ; 1 = known
set wwA_KnownWWdaysMax to 60
; max number of days you can be known as a ww
set wwA_BloodLust to 1
; 0 = disable bloodlust
; 2 = lethal bloodlust
set wwA_BloodLustCounter to 0
; set it to -1 to stop current bloodlust
set wwA_BloodLustInterval to 15
; the smaller the interval, the quicker you'll need MORE victims
set wwA_NoDelete to 1
; if set to 1, *might* make a fps gain. Might make the game less stable too though...
set wwA_UseBounty to 1
; set it to 0 to avoid guards keeping attacking you even when no more in ww form
; would make the system less "aware" of your form too, so up to you to modify it or not
set wwA_DisableInventory to 1
; set it to 0 to allow viewing inventory screen (and map) in ww form
set wwA_ShowWitness to 1
; set it to 0 to remove the shield effect attached to witnesses
set wwA_Howling to 1
; set it to 0 to disable the howling-on-command feature
set wwA_Immune to 0
; set it to 1 to make yopur character immune to (our mod's) lycanthropy. This is *not* needed to play Bloodmoon quests.

4.2 - Other mods recommendations:

HIGHLY recommended mods to use WITH the ww mod, because their features will add extra coolness :

- Blood & Gore by TheLys
- Dwemer Clock 1.2+ by TheLys (will give you teh mod's Moon phases any time)
- Light based sneaking WITH its add-on (very dark versions) by Vanhikes (makes lights more realistic)
- Morrowind Comes Alive by Neoptolemus (adds more people around Vvardenfell)
- Atmospheric Sound Effects v3.x by Duncann
- Wakim's improvements 9 (useful gameplay tweaks)
- Animal realism

MODS TO AVOID :

- Dark Powers v1.0 by McTavish (incompatible)
- CapRemover by Mephisto (incompatible)
- Real Jail time mod : dont go to jail if you're cursed !
- Any mod with werewolves in it BUT our mod is 100% compatible with Bloodmoon
- Any mod with Force Equiped objects (Lich transform, etc.) BUT our mod is 100% compatible with Illuminated Order 1.0+

4.3 - Recommended changes to make to the Morrowind.ini file.

Those changes will go perfectly with vanhikes' mods, and will make dark become even darker at night.

MAKE A BACKUP OF THE MORROWIND.INI ***BEFORE*** APPLYING THOSE CHANGES !!!

[LightAttenuation]
UseConstant=0
ConstantValue=0.0
UseLinear=0
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.5
OutQuadInLin=0
......................
[Weather Clear]
Ambient Night Color=016,016,021
[Weather Cloudy]
Ambient Night Color=016,014,027
[Weather Foggy]
Ambient Night Color=014,016,019
[Weather Overcast]
Ambient Night Color=028,030,033
[Weather Rain]
Ambient Night Color=025,027,033
[Weather Thunderstorm]
Ambient Night Color=025,025,027
[Weather Ashstorm]
Ambient Night Color=018,021,025
[Weather Blight]
Ambient Night Color=028,029,031

## 5 - Versions history :

1.30 (05/26/03)

- First release

1.31 (05/26/03)

- Corrected small bugs and an invisible but nasty one too

1.32 (05/26/03)

- Missing mesh reference corrected + small scripts modifications

1.33 (05/27/03)

- Cured vampires can get cursed now
- Toned down the transform backeffect
- Changed a bit the way forms are linked to moons

1.4 (06/01/03)

- Beast races can get Lycanthropy now (still beta for the feet problem - sometimes not replaced) as well as fan made races
- Implemented a whole new moon system to bypass the Morrowind original one, buggy and incomplete. Secunda now has a 24 days cycle and Masser a 32 days one.
- Fixed the transforming back loop
- Fixed the crash to desktop when transforming with armor on.

1.41 (06/02/03)

- Added some female meshes for transformed werewolves
- Added health damages to the power of transform at will
- Minor changes to the way fan based races are handled for lycanthropy
- Minor changes to the new moon phase system, nothing visible

- Various minor script modifications

1.50 (07/01/03)

- Bloodmoon compatible. You can only be one kind of werewolf at a time, BM's one or WW mod's one
- Compatible with The Illuminated Order
- Folks do react to your ww form now, running away or fighting
- Corrected some little bugs like magic blocking or health loss
- Balanced some stat bonus depending on ww form

1.60 (05/11/04)

- LOTS of changes in the code, quicker, bugs removed, more efficiency
- Beast races transformation improved (but don't try to remove body parts manually)
- Bloodmoon compatibility improved
- New "gradual" transformation
- "Spotted transforming" system has been completely rewritten: now, when you're spotted transforming, you have a delay (modifiable, 2 game hours by default) to identify, find, and kill the witnesses so they won't tell everyone what they saw. There is a visual help to identify the witnesses (on by default).
- Once finally publicly known as a ww, well, it's only temporary now. Time of "known ww" state will depend on your reputation, factions you're member of, faction rank, bounty, etc. Can go from 15 days min to 60 days max (modifiable)
- You'll have a message telling you everyday how many days of known ww remain. You'll also get a special amulet to remind you that information anytime
- If you meet someone who recognize you during your "known ww" time, you will have your known ww days counter reseted to full value.
- When known, you can hide your identity to persons with a disguise and/or a helmet. You have then lower (but never null) chances to be recognized. Chances of recognition are based on sneaking, personality, luck and type of helmet. You're taking a lot more risks when talking to people.
- New claws looking like natural claws which can be switched with the "Wolverine" style ones already available. The "natural" ones are quicker (2x) but with lower damage and no blocking capacities, while the "Wolverine" ones have full damage and blocking capacities at the price of speed (1x).
- New ww "weapon" management, allowing to swap from one type of weapon/claws to another using next/previous weapon keys
- New complete werewolves textures by Maglot
- Compatibility with Aerelorn's Combat Enhanced (MWE) 1.0+
- When you kill someone, if you're close enough, you have chances to "feed" yourself on your victim's body! You then gain random health points maxed to the victim's level.
- Female ww may spawn too now (works best with new games) and have a better model using Maboroshi's meshes
- In ww form, you can howl at will with special key combinations
- Bloodmoon add-on. Additional features if you have the BM expansion:
  - 2 new leveled ww "monsters" may spawn
  - Our werewolves will spawn in Solstheim too
  - Use the BM werewolf system to make all NPC react (optional)
- Optional elements, on by default:
  - Bloodlust implementation: the longer you're a ww without killing, the more you'll *have* to kill to satisfy your bloodlust. No bloodlust if you can control your ww transformation.
  - In ww form, inventory (& map) is disabled by default. Thanks to Cortex for the idea. ;-)
- And more!

1.61 (05/20/04)

- Corrected the "Fury freeze" bug
- Corrected NPC recognizing you when transforming from ww form to Fury
- Many small tweaks

## 6 - Credits :

The members of the McAsmod team won't be the same for every mod, but for this one, here are the credits. The Werewolves mod will be thanks to the hard work of the following persons (no order) :

###
6.1 - PARTICIPATIONS :

Scripts / spells :

- T. MacTavish (Dark Powers mod)
- Keeeeeper (Blue Mantis team)
- Horatio (GIANTS mod)
- Ignaetious (spells no more there, but hey, you deserve credit!)
- Grumpy (companion mod)

Script debugging/tweaking

- GhanBuriGhan

Models / Textures :

- Mykul (Cloak of Three)
- Coodiak (Backpacks)
- Leiawen (Hats)
- Sheikizza (Daedric armor collection)
- Rhedd (faces)
- Sharon
- Zuldazug (Khalazza Drow city)
- Don Salus

Tweaking and balancing :

- Puma Man (GIANTS mod)

###
6.2 - ACTIVE MEMBERSHIP :

Scripts / spells :

- TheLys (Water nymphs and other creatures)
- Jaxalot

Models / Textures :

- Phyntoswasp (Wolven race)
- AluFiend
- TheLys
- Lingarn (Reaver)

Drawings / Art :

- Sharon
- EmberWolf
- TheLys

Sound & Music :

- Intelligentsia (Marksman mod)

Dialogs / Quests :

- John Barbosa (Children of the Night)
- TheLys
- Lupey
- GimpyBoy
- EmberWolf
- AluFiend
- Enthasius
- Vanja
- Kayan
- MagicNakor
- Lots of persons from the forums who suggested quests and ideas...

Alpha Testing, suggestions, ideas :

- The whole McAsmod team
- Ignaetious
- IamHere
- Beowulf
- Horatio
- Beezelmoth
- Lord Drake
- Daerk
- Killgore
- Arcanthias
- Lupey
- WolfWing
- Enthasius
- Eldritch
- Lots of others...

Special thanks to :

- T. MacTavish, Phyntoswasp, KD, Keeeeper, for their mods and ideas, without them, this mod won't be at all
- Vincent Dragon for his help and support
- Barnablod for his tons of ideas
- All those who have submitted ideas and comments (Neuman, Killgore, Cohen, Ghan, etc.)
- Ghan for his scripting guide, it's great !
- Lupey, Serthim and Hellbishop for their professional support
- All the others too !

Contact: thelys@free.fr

More info about the mod and screenshots

on the "Werewolves" mod site: http://werewolves.mwsource.com