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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod has the player keep most of their utility when they transform into Werewolf or Vampire Lord.

Requirements
Permissions and credits
Changelogs
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Description

This mod was previously called "Alternate Forms Keep Armor".

Transforming into a Werewolf or Vampire Lord to me always felt like a nerf. Sure, you get some higher base stats, but in return, you lost too much utility, in my opinion. Well no more!

With this mod, when in Werewolf or Vampire Lord Form, you should be able to do the following:

  • Open the inventory and magic menu.
  • Loot and interact with objects (except for furniture).
  • Use Spells
  • Use Potions
  • Use Shouts
  • Equip Armor
  • Equip special claw weapons that can be tempered, poisoned and enchanted.

Opening Inventory and Magic Menu

This also includes the favorites menu in a more limited matter.

There are some caveats to this:

  • After transforming, it may take a few seconds for the menus to become available.
  • In Vampire Lord form, the favorites menu cannot be used as normal. This is hardcoded.
  • In Vampire Lord form, you won't be able to see the Vampire Drain and Raise Dead spells (the ones that get auto-equipped) in your spell menu.

Loot and interact with objects

You can now loot, open containers, pick locks, etc, while in Werewolf and Vampire Lord form.
This also includes talking to people. Beware though, that many NPCs will attack you in these forms, depending on how they react to "crimes".

This excludes crafting stations and other furniture.

Use Spells

You can now cast spells when in these forms.

In Werewolf form, you'll need my other mod, Cast Spells As Lesser Powers - Oblivion-like Spell Casting to cast spells as assigned lesser powers.

In Vampire Lord form, you can just equip spells normally. To get the default Raise Dead and Absorb Health spells back, you'll need to land and ascend again (enter and exit "sneak mode").

Use Potions

You can use potions from your inventory, like you normally would. If you have the special claws equipped. (see below), you'll be able to use poisons to poison the claws.

Use Shouts

You can now use Shouts in these forms.

In Werewolf form, you can just cast shouts normally.

In Vampire Lord form, I used a scripted approach. If you press the shout button with any shout equipped, you'll automatically all words you have unlocked.

In both forms, you won't be able to hear the actually words, unfortunately.

Equip Armor

You'll be able to equip armor on when in these forms. As such, you will keep the benefits from their worn armor, like the added armor rating and enchantments.

This excludes rings in Vampire Lord form unfortunately, since these share a slot with the Vampire Lord armor.

While the armors are equipped, they won't be visual on the character when transformed. In a way, the armor melds itself into the Werewolf or Vampire Lord form.

How it's done:

Spoiler:  
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I made dummy armor addons for Werewolf and Vampire Lord. Then I used SkyPatcher to add them to all relevant armors in my load order.

The following armor pieces will be affected:

  • Body
  • Head
  • Feet
  • Hands
  • Ring (This will be unequipped for Vampire Lord, since their armor occupies the same slot.)
  • Circlet
  • Amulet
  • Cloak ("tail")



Equip Claw Weapons

At the forge, you can craft special claws. These claws can only be equipped in their relevant forms. You can enchant, temper and poison them.

These claws should become available at the forge, as soon as you get the option to transform into the relevant forms.

They require one steel ingot to craft and one steel ingot to temper.

Extra

There are currently some unused perks in this mod. These could potentially be used in an update in the future.

Requirements


Compatibility

This mod should be compatible with any custom armor, thanks to SkyPatcher.

You should also be able to use spells and shouts from other mods.

I had to edit 2 vanilla perks that were blocking activation. These edits *may* potentially conflict with other overhauls for Werewolves or Vampire Lords.

This mod is incompatible with my other mod, Andrealphus' Exploit Fixes, namely tweak 26: "Alternate Forms Exploit Fixes"

FAQ

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: I have no current plans for patches. Feel free to do it yourself, if you're so inclined. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.

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