Changelog for Unofficial CoH Mod:


Changelog:
4.1.0:
- New female werewolf model by Jswordsman.
- New Addon: CoH No Female Model.esp
Makes females use the male model if you don't want the female version.
- New ini setting that allows you to set if your inventory is 
removed when you transform.
- Modified animations so they now work on the default skeleton
so animation swapping works even if model swapping is disabled.
- Fixed the old CoH howl animation to play sounds correctly.
You now have a 50% chance of playing either animation.
- Fixed a few bugs with playing the howl/feed animations.
- Fixed a bug introduced in 4.0.2 causing the debug menu to
be enabled if player model swapping was enabled.
- Fixed infected npcs dying when they transform if they had < 10 health.
- Changed name of "Werewolf Greeting Override" spell
to "CoH Greetings Override".
- Some file structure changes.
- Meshes rePyFFIed with 2.1.7 beta.


4.0.2:
- New ini file option: set the amount of time a dead body 
stays fresh so you can feed on it.
- New Idle animation by Hupukki.
- Edited backwards swim animations to not look as bad.
- Fixed not being able to buy the cure potion from the npc.
- NPC witnesses can now be infected to not reveal your true identity.
- Worshipers at Hircine's Shrine no longer attack you and cannot be witnesses.
- Edited bone priorities back to 100 because it conflict with 
the good werewolf casting spells animation.
- Fixed fed on npc skeleton helmet clipping.

Improved CoH Options Menu:
- Can now change hotkeys
- New option to select when the player eye swap occurs
(eye swap must be enabled in the ini file)


4.0.1:
- New Addon: CoH Spawn Rates Increased.esp
Increases the werewolf spawn rate to make them easier to find.
- Fixed crash when on loading a saved game when the player is riding a horse.
- Fixed not transforming if you became fully infected at night and tried
sleeping for 24 hours until you transformed.
- Fixed possibility of having player's eyes permanently stuck as yellow 
under certain conditions when player eye swapping was enabled.
- Fixed level 30+ good werewolf not being able to get rid of missed feeds.
- Lowered speed of werewolf claws to fix possible animation glitches.
- Edited bone priorities for run/swim animations to be similar to default Oblivion.
- The default walk animation is now replaced with... the default walk animation
when in wolf mode. So you don't walk strangely with walk animation replacers.
- Silver werewolf now has a new dark grey mane, it doesn't look as green indoors.
- Setting eye swap options in the ini to 2 allows characters to have permanent
yellow eyes.
- Other minor changes and bugfixes.


4.0.0:
- Archive now in OMOD-ready/BAIN format.
- New werewolf claw icons thanks to T3alrose.
- Increased werewolf manes alpha threshold property in the nif file. 
This should reduce the see-through manes effect that can sometimes be noticed.
- Meshes have been PyFFIed to increase performance.
- The ini file is now located in the data folder for increased compatibility with BAIN.
It can also be moved to the data\ini folder if you prefer.
* Guards now cannot be infected until I fix the bugs. If infected, they are immediately cured.
- New Addon: Patch for Oblivion XP. Also fixes issues with the Gray Cowl.


Test Versions:
Bugfixes:
- Increased priority of cidwwquest to fix dialogue issues.
- Now COH Options item immediately activates player if dropped.
- Fixed Minotaur/"Disintegrate Armor" crash bug due to a problem with the nif file.
- Edited cidwwfaction to remove redundancies, removed SetFactionReaction from ini script.
- Fix loading a non-wolf savegame when a wolf keeping the cast/wait key disabled.
- Witness script fixed. NPC dispositions must be above 80 to not report you.
- Infected npcs now use a token to control transformation instead of a spell script.
This fixes all the bugs related to magic effects (all actors of same base type transforming).
- Fixed applying ai-packages for infected npcs so they attack in combat.
- Fixed bug for knocked out essential werewolves being stuck permanently knocked out. This is actually a bug in
vanilla oblivion. If an essential actor is knocked out then has health restored. When it's time for the actor to get up, 
instead health is reset back to 0 and the actor stays knocked out.
- Fix killing npc witness after fleeing through load door not lowering witness count.
- Removed "Quest Item" status from all items added to npcs (this prevented feeding on 
respawned npcs previously fed upon and infected npcs respawning with werewolf suit).
- Fixed camera switching to 1st person when howling/feeding if already in 3rd person.
- Undead creatures cannot be fed upon even if you are able to feed on normal creatures.

Tweaks:
- Can feed in combat if enemies are not within a certain distance (has ini file option).
- Allowed willing transformation in combat.
- Hand to hand skills increases as a werewolf.
- You have a random chance to transform on 3/4 moon phases, higher chance closer to full moon.
- Werewolf scent detection only appears if you are sneaking.
- Can only infect npcs if their level < player level + 5.
- Can only have a maximum of 6 missed feeds.
- Now sets the FAIFleeConfBase game setting higher when wolf form so most npcs flee.
- Improved cidwwvictim.kill/resurrect script to get npcs to detect player as wolf.
- Added werewolf manes from Lost Paladins of the Divines (converted by caldurham).
- Debug menu now has options to add/remove Hircine Ring & Moon Clock.
- Werewolf health regen increases as you level up.
- Can now spawn werewolf packs (2-3 npcs) and Hounds of Hircine (permanent werewolf npcs).
- Added new animations for werewolves.
- Feeding on a body now leaves skeletons.

(The following were identified by Funky:)
- Essential actors and werewolves cannot be witnesses.
- Vampires cannot become werewolves with certain mods if vampire infection is disabled.
- Player now cannot be reinfected with werewolf disease as a werewolf.
- NPCs cannot be infected if dead or already infected.
- Prevent npcs from equipping quivers and torches.
- Receive message when feeding on an inedible corpse instead of howling.

Updated OBSE features:
- Closing menus as werewolf now uses CloseAllMenus, fixes closing book/scroll menu.
- Use ClickMenuButton to cancel sleep mode if you are sleeping when you transform.
- Using ToggleFirstPerson instead of TapControl to avoid a delay switching camera.
- Swap player/npc eyes with yellow eyes (from Capucines Character Expansion) during the night.
- Using TapControl instead of GetControl & TapKey
- Using DisableControl instead of GetControl & DisableKey
- IsKeyPressed -> IsKeyPressed3
- Enablekey -> EnableControl
- Added INI file to enable disable certain features
- Uses GetFirstRef/GetNextRef used to detect feeding so it's faster.
(OBSE 19 features:)
- Modified Game Settings are now reset to correct values after loading a save game.
- Player/npc skeleton swapping using a modified skeleton from Talkie Toaster's 
Skeletal Variation resource. Werewolves are now more hunched over.
- Silver weapons (has "silver" in it's model path) now do more damage to werewolves.

Object Modifications:
- Werewolf claws does increased damage (20).
- Added extra werewolf fur and fang ingredients, lowered value of werewolf heart.
- Most abilities are now diseases to avoid messing up the player's leveling.
- cidwwbodysuit enchantment now increases acrobatics (55), athletics (45).
- Removed drain fatigue from bloodlust (caused bugged fatigue).
- Werewolf Body enchantment now has 25% Resist Frost (50% - 25% Weakness to Magic).
- Increased Health on all armor/weapons to 9999.
- Created new artifact, the Moonstone. An amulet rumoured to have been created from a piece
of the Bloodmoon, it is able to instantly transform any werewolf to wolf form until unequipped.
- Added proper icons for config and moon clock created using screenshots of the two moons.
- The Moon Clock icon visually displays the current moon phase.
- New werewolf cure/infect potion and npc added to make them.
Potions can be given to npcs to cure them.

Better Feral:
- Created a wwferal variable that increases when you willingly transform.
- You become feral if wwferal >= 3.
- It starts decreasing after 3 days of not tansforming by one per day.
- The time it takes to willingly transform decreases when feral.
- Feral Instincts now adds +5 agility, +5 speed.

Updated Dreams:
- Added more dreams.
- You only get dreams on 1/2 to full moon phases (unless missed feed or feral).
- Only one dream per moon phase.

Wild Werewolves:
- Fixed duplicate items and spellcasting.
- Added cidwwsuittype token to save werewolf suit type.
- Now each region has specific fur color that are more likely to be found.
- Wild npc werewolves can now follow you in the same way as npc companions.
But they won't follow you forever, they'll forget about you if you get too far away.
- Wild werewolves now appear as naked insane wanderers with Bloodmoon style names.

Infected NPCs:
- Now randomly transform in 3/4 moon phases.
- Modified npc ai-packages to allow swimming, falling, & must complete.
- Infected NPCs in wolf mode can be activated to switch follow/wander mode.
- SetIgnoreFriendlyHits is set to 1 during werewolf mode.
- Added a "- Werewolf Config" topic to infected npcs. This allows you to enable/disable
all the advanced features (skeleton swapping, eye swapping, etc.) per npc.
This makes it more compatible with infecting npcs from companion mods.
- Modified howling to transform companions to increase chance with each howl
- Infected npcs can be recruited and ordered to follow you around in human form
if they like you (disposition >= 80).
- If they don't like you, they can still be ordered around if they are going
to change and it's after 8pm. So you can get them out of town before they change.
(Added features based on Companion Neeshka:)
- NPC companions now sneak when the player does.
- They will flee if player is too far away and doesn't have a weapon out.

New Player Werewolf Leveling:
Added ability to become a good/evil werewolf and gain extra powers. During the night when 
you transform into a werewolf, you have the ability to gain points by doing certain actions. 
The points are used when you change back to increase/decrease your werewolf level. 
The actions you can do depend on if you are currently good (wwlevel >= 10), evil (wwlevel <= -10) 
or neutral (-10 < wwlevel < 10). Each action is also mutually exclusive (you can only gain 
points from one action) because, say you're a good werewolf, you shouldn't regain points by 
feeding on creatures after murdering an innocent. 

Actions: 
(The top most action that is valid is always chosen) 
Good (wwlevel >= 10) 
(-3) - either willingly transform or murder an innocent 
(-x, max -3) - where x = number of npc feeds 
(+x, max 3) - where x = number of creature feeds 

Neutral (-10 < wwlevel < 10) 
(-1, max -3) - per feeds on npcs after murdering an innocent 
(+3-x, min 0) - else, wwlevel increases by 3 - npc feeds 

Evil (wwlevel <= -10) 
When evil you are required to feed on a number of innocent npcs to become more evil. 
This number increases by one for every ten "evil" levels. 
(-x, max -3) - where x = number of npc feeds (has fed on required innocents) 
(+5) - if not feral and didn't murder an innocent (fast way to become neutral) 
(+3-x, min 0) - else, wwlevel increases by 3 - npc feeds 


Werewolf Level Powers
(You can reach a max level of +33/-33 depending on if you are good/evil)
Evil:
-10 = enhanced claws (25 damage)
-20 = you gain an "innocent bloodlust", after feeding on the required innocents you get a bonus
-30 = able to "change at will" for 3 hours during the day + bonus regenerate even in normal form

Good:
10 = can feed on creatures (does less healing if willpower < 80)
20 = able to wear amulets/rings as wolf + can change back after feeding (except full moon)
30 = can cast magic/use weapons as wolf + no need to feed (able to prevent transformation if no full moon)
