
Curse of Hircine Resurrected - Readme


Contents:
1. Installation
2. Description
3. New Features
3.1 INI file
3.2 Random Transforms
3.3 Model/Eye Swapping
3.4 Good/Evil Werewolf Levels
3.5 Infected Werewolf NPCs
3.6 New NPC potion maker/item seller
4. Optional Addons
5. Known Issues
6. Credits
7. Licensing/Legal



1. Installation

Important:
Make a backup of your saved games before playing.
This mod requires the latest OBSE 19b or newer and a script effect silencer 
such as Duke Patricks Basic Script Effect Silencer to avoid thumping sounds.


If you had CoH 3.5 loaded previously, make a clean save before installing this version.
This mod is packaged in an OMOD-ready/BAIN format but can also be installed manually.
To install manually, copy all the files in "00 Core" to your data folder. 
Make sure you say yes if it asks you to overwrite files. 
See section 4 for descriptions on the optional addons.



2. Description (from original mod)
Throughout Tamriel, a plague has stricken the people. Created by Hircine,
the Daedric Prince of the Hunt, it's victims have been transformed into half-men, half-beast.
The most common form of this curse is the werewolf, a being well known to every man and feared
to the utmost. There is no pity for a werewolf in Tamriel, especially not in Cyrodiil, which,
until shortly after the fall of Red Mountain, was plagued by these beasts. When the Nerevarine
took on Hircine and banished him to Oblivion, something happened. The werewolves began to
avoid civilization. Some said Hircine's call, during the Bloodmoon, drew them to the island
of Solstheim. Others believe Hircine dragged all but a few to his sphere to prepare for the next
hunt. Those with wishfull thinking imagined them extinct. But now they have returned to
Cyrodiil to once again plague it. Is it due to the will of Hircine, or have they always
been lurking in the shadow?

This mod adds werewolves and the ability to become one.
Werewolves will only appear at night. Hunt down the werewolves to 
obtain rare ingredients, or get bitten and become one yourself.

To become a werewolf, pick a fight with one. Keep getting hit until
you get the disease Sanies Lupinus. Now, you have 3 days to cure this
disease, or it becomes permanent. Should you not cure it in 3 days, you
will turn into a werewolf according to the phase of the moon.

WEREWOLF INFORMATION:
As a werewolf, you'll find gameplay will change a lot. Regularly, at night, you'll
become a werewolf. As a werewolf, you'll find yourself a lot stronger,
faster, and tougher. However, you'll also find there are some severe dis-
advantages. First of all, you cannot cast spells that require magicka
as a werewolf, and you cannot use any armor or weapons while in wolfy
mode. You will end up with a damaged willpower as well.
Also, you'll find yourself overcome with bloodlust, which drains
your stats until you feast upon a corpse. Unless you have a willpower
greater than 80, you'll have to feed upon an NPC corpse. With a willpower 80 or greater, you can get
away with creature corpses as well. However, should you fail to remove your lust by the end
of the night, you will face penalties until your next transformation, when you must feed again.

In addition to the bloodlust, you'll find that people don't like werewolves
much. Guards will attack on sight, as will most npcs. You'll also
want to make sure you transform away from civilization. If an npc that
is not in trouble with the law (any non-bandit, conjurer, dark brotherhood
member, etc) sees you transforming, they'll try to report your true
nature. They'll either stay and fight you, screaming the truth, or
run for the nearest other person.
You have 180 seconds to successfully kill them before the truth gets
out. Should you fail, guards will attempt to arrest you in your human
form. If you hide out for 15 days, people will forget you are a werewolf, however.

Werewolf Keys: B and C.
- The b key will allow you to feed if standing near a recently killed body, and howl at the moon if you aren't
- The c key toggles night vision


3. New Features
3.1 INI file
Curse of Hircine Resurrected uses an ini file that can be edited to modify 
various features and settings of this mod. It is by default located in the
data folder but can also be placed in the data\ini folder. It has many
settings that can be enabled/disabled to increase compatibility with
other mods. Notably, eye swapping at night is initially disabled because of
the high chance of conflicting with various cosmetic mods.

3.2 Random Transform on Gibbous Moon Phases
You now have a random chance of transforming on Gibbous Moon phases.
This makes things a little more interesting because you never know
if you are going to transform. The chance to transform increases
each day as you get closer to the full moon. The ini file has options
to configure this feature.

3.3 Model/Eye Swapping
This mod uses obse commands to swap the player/npc model (skeleton) when
they transform to give werewolves a more hunched over look. This feature
can be disabled in the ini or the in-game config menu if there are any conflicts.

During the night when the moon phase is full or gibbous, the player and 
npcs eyes are also swapped with glowing yellow eyes. Eyes will not be glowing
unless a cosmetic mod that includes glowing eyes is installed. This option is 
initially disabled in the ini because of the high chance of conflicts.

Note: if eye swap is enabled in the ini, the config menu has an "eye override"
option to select alternate eye types. Alternate eyes 5 & 6 can be used if there
are any conflicts. Eye 5 works with default Oblivion eyes, eye 6 works with
Elaborate Eyes.


3.4 Good/Evil Werewolf Levels
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
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)


3.5 Infected Werewolf NPCs
Infected werewolf npcs can be recruited as companions and be ordered
to follow/wait if they like you enough (disposition >= 80).
They have a "Werewolf Config" topic that allows you 
to configure the npc in case there are any conflicts.

The config menu has the following options:
Enable/Disable Companion Topics -
    Allows follow/wait topics to be disabled. Useful if they have their
    own follow/wait topics such as an npc from a companion mod.
Enable/Disable Model Swap -
    Can disable skeleton swapping for this npc in case of conflict.
Enable/Disable Eye Override -
    Allows you to select alternate eye textures to swap to for this npc.
    Alternate eyes 5 & 6 are provided for compatibility. Eye type 5 works
    with default Oblivion, eye type 6 works with Elaborate Eyes.
    Eyes can be disabled if they are incompatible with this npc.
Werewolf Eye Swap Type -
    Select when you want the npc to have yellow eyes at night
        Normal - swap eyes during nights where the moon is Full/Gibbous
        Feral - swap eyes on all nights except New Moon
        Every Night - swap eyes every night
Werewolf Suit Type -
    Select the werewolf suit color for this npc


3.6 New NPC potion maker/item seller
This mod adds a new npc witch in a cave somewhere North-West of Azura's Shrine.
This npc can be given ingredients to make werewolf cure and infect potions that
can be given to npcs. She also sells all the werewolf item to give you an in-game
method of obtaining them without having to cheat.


4. Optional Addons
Optional addons are stored in the addons folder.

CoH Werewolves Clothed.esp
This addon makes wild werewolves appear as bandits and marauders. 
Use this if you don't like werewolves appearing as naked wanderers.

CoH Werewolves Mixed.esp
Wild werewolves can appear as bandits, marauders, or naked wanderers.

CoH Spawn Rates Increased.esp
Increases spawn rates for werewolves.

CoH No Female Model.esp
Makes female werewolves use the male model.

CoH Hypothermia Patch.esp
This should make Curse of Hircine more compatible with 
Duke Patricks - Basic Hypothermia. It gives you high cold resistance,
low heat resistance when you transform into a werewolf.

Animated Tails
Unzip this into the data folder if you want tails to be animated.
It's mostly noticeable in the new running and swimming animations.
Skeleton swapping must be enabled in the ini and in game or 
werewolves will appear tailless.

Alt Gold Werewolf Texture
Alternate golden werewolf textures from Lost Paladins of the Divines.
Makes werewolves appear more shiny gold in color.

Elaborate Eyes Patch
Unzip this into your data folder if you are using Elaborate Eyes.
These are Elaborate Eyes compatible eye textures that will be used
if eye swapping is enabled in the ini.

cidnothump.esp
cidnothumpMMversion.esp
These two mods were included with the original Curse of Hircine
to disable the sound effect for magic script effects.
Included for completeness, I prefer using
Duke Patricks Basic Script Effect Silencer:
http://www.tesnexus.com/downloads/file.php?id=15677


5. Known Issues
- There might be some issues with having a infected npc in wolf mode
and loading a previous save where they are not infected. The model
will not swap back unless you restart Oblivion. 

- Playing as a good werewolf and equipping weapons has clipping issues.
This is due to the model not being designed to use weapons.

- Infected guards do not attack non-infected guards. This is due to them
being in the same faction so they have too high disposition.

- The game crashes if you load a save game mounted on a horse and you
transform without dismounting. It's fine if you remount the horse.


6. Credits
LogicDragon (aka WolfClaw) - Developer
Durashiarn - Bug Tester
Hupukki - Animator (new running and swimming animations)

Jcarl for the werewolf model
Jswordsman for the female werewolf model
OdysseusB for the improved howl animation
caldurham for converting LPotD werewolf manes to Curse of Hircine
T3alrose for the new werewolf claw icons
Capucine for yellow eyes textures
Nequam for Elaborate Eyes version textures
Talkie Toaster for the Skeletal Variation resource used to create the werewolf skeleton
Wiruman for skeleton model that replaces npcs after being fed on
MrBob for the separate tail model that can be animated
Exnem, RAIAR & MadCat221 who created the HGEC GUTS body 
used as a base for the female werewolf model


Special Thanks:
To Cid88 and the original CoH team for permission to release the mod.
To the OBSE team for the new commands that make all this possible.
To the people on the official CoH forums for their suggestions and support.


Thanks to the creators of the following tools:
Blender
Nifskope
Pyffi

---

Original CoH Mod Credits:
The Team:
-Cid88 (Mod Lead, Scripting)
-KCat (Scripting, Beta Testing, generally awesome, and more)
-Jcarl for the werewolf model
-Shadow, who is working hard on interiors for future betas
-OdysseusB, who is working on the quests for future betas.

Other Contributors:
-Cryo for letting me chop up his claw models for my own use in previous betas
-Personman for a brilliant solution to a nagging problem I had

---

List of Modder's Resources used in this mod:
Capucine's Character Expansion
http://www.tesnexus.com/downloads/file.php?id=3934

Elaborate Eyes Resource Pack
http://www.tesnexus.com/downloads/file.php?id=5334

Lost Paladins of the Divines
http://www.tesnexus.com/downloads/file.php?id=10505

Lost Paladins of the Divines v2
http://tesnexus.com/downloads/file.php?id=35222

Skeletal Variation
http://www.tesnexus.com/downloads/file.php?id=29853

Wiruman's Skeleton mods
http://tesnexus.com/downloads/file.php?id=26609
http://tesnexus.com/downloads/file.php?id=26647
http://tesnexus.com/downloads/file.php?id=30306


8. Licensing/Legal
I am releasing all the resources used in this mod as modder's resources. 
You can do whatever you want with them but give proper credits.

You are also free to use parts of the scripts in your own mods
as long as it doesn't involve werewolves.

You must contact me first if you want to take over the project or release a
modified version. If I do not respond within 3 weeks then feel free to do 
whatever you want with the mod. 
I can be contacted by PM on TesNexus or posting on the official CoH forums: 
http://curseofhircine.20.forumer.com
