The Inner Circle Companions Farkas, Vilkas, and Aela at Jorrvaskr will turn into werewovles when their health is low and they are about to die. Mod is compatible with everything via using SPID and has a non- SPID version if you want it. SE, AE, and VR compatible.
Requirements
This mod does not have any known dependencies other than the base game.
Patches, fixes, and updates that require my main file do not need my permission - upload and earn 100% of the donation points and live your best life. I am very laid back about permissions but If you want to use my assets in your mod just ask me first. I am very quick to respond to messages as well.
File credits
Special thanks to JkeRL for testing the mod as I developed it
Donation Points system
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Edmond's The Beast Within-Turns the Companions Spanish
Changelogs
Version v5.4
Small update - it was identified that Aela had the same condition as Farkas and Vilkas that makes it so they dont transform anymore once the "Purity" quest is complete which turns Farkas and Vilkas into humans again removing the werewolf curse. Aela also accidentally had this condition - its a super small copy paste error on the spell conditions I just removed it thats all so she will continue to turn into a werewolf after that quest is complete. Safe to update mid game or whenever.
Version v5.2
Please see the 4.0 change log since this update came 1 day after the update to 4.0 which had the most work done and contains all the major updates.
-In this update the main file is completely unchanged however I have created a NEW main file that integrates the custom werewolf skins from Diverse Werewolf Collection into my mod which allows for consistency when using both mods together. Now Aela will look the same in the under-forage as she does when she transforms near death. Took time and work but I got it once I figured out the source trigger.
Version v4.0
This is a massive update but only to the scripts really. If you are updating thats fine and safe just make sure you have dismissed the companion and have waited a real time hour playing the game before updating (to ensure my old scripts are not active). Specific Changes are as follows:
-I removed USSEP as a required file - it wasn't needed
-The handler script was done in 3 parts 1 to trigger the quest, the quest handled actual transformation, and 1 to turn them back to human. I have massively overhauld the system so it is now all just 1 handler not 3
-Companions no longer need to "unequip all" before turning human, specific abilities and items given to them as a werewolf as part of being a werewolf are specifically removed meaning that they will now return human and be wearing the same armor they were wearing previously before they turned so if you give them custom armor they will be wearing it.
-There is no longer a cool down in the script for the companion to get the ability again. The cooldown is directly handled by the shout itself and any user can customize the cooldown by just changing the shout cooldown for the ability - this also changes the cooldown from real time minutes to in game days
-I added a extra validation check to ensure that the NPCs reverting back to human via the "calmed spirit" ability which activates if they are not a follower and not in combat but are a werewolf will cause a check to the main handler that turned them into a werewolf so the scripts are not firing twice and instead will kill themselves instantly if reverting is done sooner.
-I removed useless junk calls in the werewolf ability and vestigial properties no longer in use basically cleaning up everything.
-I made it so all Companions Aela, Farkas, and Vilkas will not transform until the quest proving honor is complete to ensure game lore consistency since the first time you see them transform is on a quest. Additionally all companions will NOT transform when in a major city hold.
-All of these changes also fixed a issue with another mod on nexus that when used with mine caused saves to break. This issue was not my fault but I did find a fix for it via massively simplifying and overhauling my mod.
-Special thanks to JaySerapa and Pra the script creator for Sim Settlements and Tony a Bethesda Game Studios developer for review my work in full to ensure it was at a highly polished professional level.
Version v2.0
fairly big update. First I got ride of the option to only select Aela. Now all Companions will transform - this makes my work easier and updating the mod easier. That said the FOMOD was reworked concerning this update. In addition to backend stuff like that I also did the following:
-Companions will no longer transform in Whiterun. They can transform in any other town but Whiterun is the one place they put everything in their being to holding back and not transforming. It would destroy their organization if people knew.
-I have added a unique spell to the game that only Kodlak has. You will get it too when the time comes and it will help you calm Aela's beast spirit forcing her back to human form if she is a werewolf. This implementation of this spell was done in a lore friendly way and a journal entry was added to his journal about it. This spell also acts as a lore friendly debug should Aela ever be stuck in werewolf form.
-On the subject of Debug, I have found the cause of Aela getting stuck in werewolf form. I actually couldnt replicate the defect but my wife was able to on her PC. The issue is caused by massive script load (not from this mod just in general) preventing my script from finishing which results in Aela getting stuck in werewolf form but being treated as a human thus resulting in seeing her in Whiterun as a werewolf. I have fixed this issue and it will never happen again. The solution was to make a auto cast spell on all the companions which will detect if they are a werewolf and are no longer a follower. If these 2 conditions are met they will calm their inner rage and turn back into humans when they are dismissed. This in turn prevents the script load bug from happening as this triggers as priority in the same cell as the player.
-IF you experienced the issue described above and one or more companion was stuck in werewolf form in whiterun then you can now use the calm spirit spell as a debug right away. To do this type the following, "set EN_AelaIsWerewolf to 1" this will register the game to recognize she is stuck in werewolf form. Then type "help calm 4" Look for the "Calm Aela's Spirit" spell and then using that ID type "player.addspell xxxxxx" were the X's represent the Id of the spell you looked up. This can be done for every follower just switch out Aela's name for Farkas or Vilkas. Then cast the Calm Aela's Spirit spell on her and she will turn human. you can remove the spell or keep it at this time. You will gain the spell naturally during the Companions quest as well just as a heads up or at any time if you are okay with stealing the spell from Kodaks room.
-Companions will now keep their armor on while they transform they will not become naked. This is in line with vanilla player werewolf transformation.
- The option to have a 0 min cooldown on transformations was updated to a 3 min cooldown. The reason for this is because they will use the spell and turn into a werewolf for 3 min after 3 min they turn human and then the spell is added to them. This makes more sense then 0 min. but i kept the description as 0 min since it will feel like 0 min. This is for better stability.
- I have made numerous script optimizations and improvements and organized it much much better.
-An Immersive Remaster of Aela, Farkas, and Vilkas-
Doesn't it seem odd that the Companions are all known to be werewolves but you only see them in their werewolf form twice? This mod aims to immersively fix this issue by seamlessly integrating with the main game. Once one of the companions (Aela, Farkas, or Vilkas) are near death and bleeding out, they will turn into a werewolf and unleash the beast on your enemies. After they have spent their energy they will naturally turn back into humans and equip their armor themselves. They will not be able to turn into a werewolf again until they have recovered their strength.
Some Questions People May Ask
Is it ESL? Yup
What about compatibility I want to have a custom Aela etc? Got you covered with SPID making this mod compatible with everything
But what if I don't want to use SPID? Got you covered with a non-SPID version just load it after any mod altering the Companions
Can I install mid save? Yes
Risk? None and its AE, SE, and VR compatible
Bugs? None.
Join the Noir Development Discord
All companions specifically Farkas, Vilkas, and Aela can transform into werewolves. You can select in the installer to have a 2 in game day, 1 in game day, or no cooldown for their transformations. Transformations will last 3 minutes. Aela, Farkas, and Vilkas will not transform until the quest Proving Honor is complete which is the quest you see Farkas transform for the first time. This is for lore friendly consistency. Once Farkas and Vilkas are cured of lycanthropy Farkas and Vilkas will no longer transform. The mod is AE, SE, and VR compatible. You can select from a version that requires SPID and a version that doesn't and includes new faces for the Companions see screenshots for details.
Additionally, the Companions will not transform in any major hold. Additionally a spell was added to the game in a lore friendly way hidden in Klodaks room. You will get the spell yourself when the time comes in the main quest (unless you steal it) and a journal entry about it can be found. It will turn Aela back into a human on command when she is a werewolf via calming her inner spirit.
Video Showcase
-Only Skyrim is Required (Any Version) -Install on a Existing Game or a New Game -If you use the Main file that integrates with the mod Diverse Werewolf Collection then you need that mod too
NOTE: Mods that change Aela's name for any reason will prevent SPID from working. All you have to do is go into the SPID file of this mod and update Aela's name to match the name you use in your game that's all. This most likely will affect people with a translation mod that changes her name.