Sinding, werewolf followers, and other puppy woes

Post » Sun Jun 03, 2012 8:13 pm

I feel sorry for Aela, being on her own too. I tend to cure my lycanthropy, and don't help her with the totems. I just gift her with Savior's Hide. :biggrin:

I don't understand why you're trying to get on Kodlak's case though. He specifically says that some of them delight in the idea of hunting grounds. "And that is their choice". He only wants what he sees best for himself. What's the point of getting on his case for that? That was Farkas' and Vilkas' point to Aela too. It's what HE wanted. He never got in anyone else's way. That's not what the Harbinger does, about any issues really. "I am nobody's Master."
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tegan fiamengo
 
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Post » Sun Jun 03, 2012 10:44 pm

I feel sorry for Aela, being on her own too. I tend to cure my lycanthropy, and don't help her with the totems. I just gift her with Savior's Hide. :biggrin:

I just got her to join the blades. Delphine's in for a nasty surprise when the two moons are full.
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renee Duhamel
 
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Post » Mon Jun 04, 2012 4:46 am

I feel sorry for Aela, being on her own too. I tend to cure my lycanthropy, and don't help her with the totems. I just gift her with Savior's Hide. :biggrin:

I don't understand why you're trying to get on Kodlak's case though. He specifically says that some of them delight in the idea of hunting grounds. "And that is their choice". He only wants what he sees best for himself. What's the point of getting on his case for that? That was Farkas' and Vilkas' point to Aela too. It's what HE wanted. He never got in anyone else's way. That's not what the Harbinger does, about any issues really. "I am nobody's Master."
True. At least he doesn't force his opinion on everyone else. But somehow the quests make it seem like it's a crime being a werewolf, or something bad.
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Kristina Campbell
 
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Post » Mon Jun 04, 2012 3:05 am

I found it sad when Skjor died, leaving me and Aela alone with three whiners crying that they can't drink mead and belch for eternity.

So much this. Aela has the heart of a true warrior, and that's why I'll marry her every time.

I just got her to join the blades. Delphine's in for a nasty surprise when the two moons are full.

Oh ho ho, that sounds pretty good!

Or, at least, it would be, if our damned allies would transform! :yuck:

Imagine the havoc that could be wreaked if only Aela would transform alongside me...I could take her out to town for dinner! :banana:
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Nicholas C
 
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Post » Mon Jun 04, 2012 7:39 am

And on top of all of the complaints already in the thread, WHY do there exist different kinds of werewolves? There are at least a dozen leveled werewolf types, such as "werewolf savage," but we only ever come across them in a couple of Silver Hand cages, where they're alive, stuck, and won't do anything but become hostile if you attempt to free them.
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Javaun Thompson
 
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Post » Mon Jun 04, 2012 6:45 am

Enabling (or forcing) NPCs to transform into a werewolf would also have awesome implications for the Silver Hand mods folks have been dreaming up. Imagine being tasked with hunting down the Companions who are werewolves and seeing them transform in front of your eyes - up to five at once! Yearrgh!
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Elizabeth Lysons
 
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Post » Sun Jun 03, 2012 11:32 pm

And on top of all of the complaints already in the thread, WHY do there exist different kinds of werewolves? There are at least a dozen leveled werewolf types, such as "werewolf savage," but we only ever come across them in a couple of Silver Hand cages, where they're alive, stuck, and won't do anything but become hostile if you attempt to free them.

Because it depends on the person's willpower. The Circle have control over their Lycanthropy most likely because of the pact they had done with the Glenmoril Witches. Sinding is like every other werewolf out there, he can transform at will, but he still has lunar transformations, that's why he was so crazy about getting Hircine's Ring.

Werewolves suffer from mental instabilities. They can't sleep well at night, they always have their anger issues at times too. They have the Beast(Or the Spirit of the Wolf) living within them. A seperate entity that causes them to be violent, and more prone to acts of assault or murder. And when that adds to the fact that you turn into a beast twice every month and kill innocent people, it inevitably will lead to insanity. So it's up to the person to enjoy the power, or simply see it as a curse.

All three games have evidence of the Beast or animal within and the toll it takes on the minds of those infected;



Daggerfall:


"You're looking for (family's father)? I'm afraid that he died three years ago. Killed himself, actually, although very few know that part of it. I'm not sure what happened, but he became very moody, and began disappearing for days at a time. Left a note saying something about he couldn't live with himself."


"I understand. In fact, I am almost relieved that you shun this road to salvation. It shows that the Beast does not yet wholly dominate you."


"You must be (player's name). (hunter's name) said you might be coming to see me, although (he) doubted that you would heed (his) warning. Sadly, most do not, already too befuddled by the Beast within to save themselves."


"He used to be my brother. If you ask me, he died long ago, when he first got bit. He hated himself when he became that beast."


Bloodmoon:

Werewolf NPC's are named "Ravening lunatic," "Gibbering idiot", or "Insane wanderer". All aspects of mania and lunacy. Most likely they allowed the animal inside to dominate them. Which is why they attack on sight.


Skyrim:

"Some go feral. Allowing the animal within to control them."-Aela the Huntress.

"Now I may look like a man, but I still feel the animal inside of me as strong as ever"-SInding.

"Until we can pursue a true cure, the twins and I have chosen not to give in to the beastblood. For me, it's provided a clearer head, but Vilkas seems to be suffering a bit for it."-Kodlak's journal.

"But I still feel the call of the Blood." Vilkas.
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Emilie Joseph
 
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Post » Sun Jun 03, 2012 9:14 pm

Enabling (or forcing) NPCs to transform into a werewolf would also have awesome implications for the Silver Hand mods folks have been dreaming up. Imagine being tasked with hunting down the Companions who are werewolves and seeing them transform in front of your eyes - up to five at once! Yearrgh!

While that definitely sounds awesome, I see that staying in mod territory; that's not really a complaint in need of a fix so much as a good idea :)

Because it depends on the person's willpower.

That's definitely not how the game is programmed.

I understand what your post is saying entirely, but it's not really a proper response to my post that you quoted. Don't get me wrong; it's all kinds of interesting that you were able to scavenge all those quotes and I think it actually provides fair counterargument for werewolves not sneaking (though it provides no argument for the fact that there are, in reality, no werewolf followers).

That said, it is in no way a response to the fact that there exist code for different levels of werewolf creatures, names for them that the player will never see, factions and behaviors. It's essentially a waste of programming space, since there are no NPC werewolves outside of caged ones who, as I've mentioned, do nothing. All they do is attack you if you free them, and that's it--there aren't even very many of these caged wolves. And I wouldn't count the few scripted instances, since they're scripted: minimal randomness exists in those instances, and no randomness in some, like Sinding's escape.
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joseluis perez
 
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Post » Mon Jun 04, 2012 7:00 am

I wasn't talking about game programing. Just werewolf lore. I see what you mean.
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Paula Ramos
 
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Post » Sun Jun 03, 2012 11:22 pm

On that note, though, it would be nice to come across a raving lunatic or two. Who says all the werewolves ought be Companions? Certainly they're not the only ones who exist in Skyrim (according to the lore, at least--we know they're the only ones who exist, if you consider no werewolves outside of scripted events even existing).

I'm not sure I've ever been this butthurt/disappointed.
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James Baldwin
 
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Post » Mon Jun 04, 2012 7:14 am

Along with the things you want they should have added forced transformations on full moons, there is no serious downside to lycanthropy like there is vampirism (no resting bonus is nothing compared to vampirism drawbacks). So forced transformations on full moons should be added.

Second is wild werewolves. I don't understand why they didn't add wild werewolves and silverhand hunting parties out at night. Instead they made the silverhand glorified bandits and a few caged werewolves. Instead of making the silverhand somewhat interesting they added the pointless Vigilants of Stendar who add nothing to the game. Probably would have been better off rolling the VoS and silverhand into one.
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sam smith
 
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Post » Sun Jun 03, 2012 9:13 pm

I'd prefer forced transformations too. Being a werewolf like Sinding sounds more interesting (and accurate, as far as typical stories go). But maybe there's something to what the other poster said above, about the Glenmoril coven giving the Companions some added control.
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Adam Kriner
 
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Post » Mon Jun 04, 2012 2:11 am

You don't even have to work all that hard to get that from the Companions.
Fetch this, do that, clean my room, BAM! You're in the almighty "Circle" and suddenly you're as respected as anyone that's been there for a decade. Anyone who has ever tried completing the quest after Aela bleeds as a werewolf would know that it really svcks. Okay, I understand that I was battling the Silver Hand and they had silver weapons, but the difference was huge. I felt like a level 1 dude fighting a dragon; the pain didn't cause me to ever change into a werewolf ever again. I still kept it as an option...

Wild werewolves, random werewolves, and werewolf quests are definitely needed. Bloodmoon had a certain spooky atmosphere to it with those possibilities; it made the wild feel more wild, for sure. Now that the werewolves have been reduced to caged, defeated animals and as a "perk" for helping Kodlak change his bedpan, essentially it means nothing.
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Emma Parkinson
 
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Post » Sun Jun 03, 2012 10:36 pm

Yeah.

I try to rationalize it in my head that the Circle is weaker and more desperate than it seems.

Skjor is just desperate enough to grow his base of support against Kodlak's ideals, and what better way than to get the "new blood" who's not quite in Kodlak's grasp, and who proves on their first mission just how badass they are. At least for me, I could see my character as badass. He kills more draugrs than Farkas. Heh

Half of the reason is you got into the Circle quickly partly on merit, but also because of Skjor's subtle maneuvering to balance things out. Besides all this, Kodlak already had a "vision" of your coming. So in a way, he was in agreement with Skjor, but for entirely different reasons.

Another thing is that Njada has a bad attitude, Ria is a permenant sweet natured newb, that one guy is a drunk, and that dark elf is arrogant.

edit: There's a really interesting story here, but it's just not presented well or drawn out long enough. It demands that the player look too much in the implied circumstances, rather than just showing all the elements to them.. like the Thieves Guild.
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Kitana Lucas
 
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Post » Sun Jun 03, 2012 7:59 pm

What also killed the element was Kodlak basically saying hey don't get too excited, this is a curse and it svcks. Do me a favor and help me cure it.
BTW, you're in charge now. I hope the others believe you.
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stevie critchley
 
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Post » Mon Jun 04, 2012 3:57 am

But alas, I'll submit: are there any mods for this?

currently, there's no mods that make werewolf form active on npcs. I can point you to a mod that makes your own werewolf form toggle-buttoned, and also indefinite (meaning you're a werewolf until you push the off button, and then you're normal until you push the on button)

to make npcs transform require script editing and npc editing. Both of these MAY be done at this time, albeit time consuming. but, when the ck comes out it will be possible to add this feature in, and hopefully make it indefinite for npcs too. perhaps even tie it in with when YOU transform, kind of like they tied in drawing weapons?

patience is all I can recommend at this time.
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Tiff Clark
 
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Post » Sun Jun 03, 2012 8:16 pm

I think it would be pretty cool to have werewolf followers, maybe they will patch it in.
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gandalf
 
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Post » Sun Jun 03, 2012 6:55 pm

What also killed the element was Kodlak basically saying hey don't get too excited, this is a curse and it svcks. Do me a favor and help me cure it.
BTW, you're in charge now. I hope the others believe you.

I'd agree it's weird. I think his visions were supposed to be that strong of a pull for him to make that move. If you listen to him, he's already kind of spacey and talks like a mystic. He's in his own world. He probably didn't trust anyone really... except you, because you were part of that world, for him.
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marie breen
 
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Post » Sun Jun 03, 2012 9:00 pm

You don't even have to work all that hard to get that from the Companions.
Fetch this, do that, clean my room, BAM! You're in the almighty "Circle" and suddenly you're as respected as anyone that's been there for a decade. Anyone who has ever tried completing the quest after Aela bleeds as a werewolf would know that it really svcks. Okay, I understand that I was battling the Silver Hand and they had silver weapons, but the difference was huge. I felt like a level 1 dude fighting a dragon; the pain didn't cause me to ever change into a werewolf ever again. I still kept it as an option...

Wild werewolves, random werewolves, and werewolf quests are definitely needed. Bloodmoon had a certain spooky atmosphere to it with those possibilities; it made the wild feel more wild, for sure. Now that the werewolves have been reduced to caged, defeated animals and as a "perk" for helping Kodlak change his bedpan, essentially it means nothing.

actually, silver weapons are, according to the in-game weapon descriptions, only supposed to work on the undead. I'm not sure werewolves are labelled undead or not. The reason it probably hurt so much was because you have no passive health regen as a werewolf, not to mention a lack of armor. depending on your level, you may have walked into a confined space woefully underequipped in werewolf form. The form at higher levels works best in open environments, where you have freedom of movement to escape blows, and room to use the knockdown and howl abilities properly.

EDIT: according to the wiki werewolves do have a weakness to silver, but, since this is technically an inconsistency between in-game and wiki, I'm still unsure whether we can accept it as fact without tests.
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Bambi
 
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Post » Mon Jun 04, 2012 8:10 am

actually, silver weapons are, according to the in-game weapon descriptions, only supposed to work on the undead. I'm not sure werewolves are labelled undead or not. The reason it probably hurt so much was because you have no passive health regen as a werewolf, not to mention a lack of armor. depending on your level, you may have walked into a confined space woefully underequipped in werewolf form. The form at higher levels works best in open environments, where you have freedom of movement to escape blows, and room to use the knockdown and howl abilities properly.
Oh, I never realized that! Yeah, I was pretty overwhelmed, and being a werewolf svcked.
Isn't the Silver Hand dedicated to killing werewolves? What's their obsession with silver weapons, and even the name "silver" ? This doesn't really make any sense.
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Lucy
 
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Post » Mon Jun 04, 2012 4:29 am

Yeah, I don't know why it doesn't affect werewolves. Outside the game, we know that silver tends to affect wolves in movies and such. "Silver bullets" are the werewolf equivalent to the stake in the heart for vampires.
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Philip Rua
 
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Post » Mon Jun 04, 2012 12:53 am

Oh, I never realized that! Yeah, I was pretty overwhelmed, and being a werewolf svcked.
Isn't the Silver Hand dedicated to killing werewolves? What's their obsession with silver weapons, and even the name "silver" ? This doesn't really make any sense.

indeed, it's definitely an inconsistency.

I find the silver hand in general are QUITE tough, regardless of level or being a werewolf or not. (note: adept difficulty and up) they seem far superior in combat when compared to common bandits.
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kirsty joanne hines
 
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Post » Mon Jun 04, 2012 3:19 am

Yeah, I don't know why it doesn't affect werewolves. Outside the game, we know that silver tends to affect wolves in movies and such. "Silver bullets" are the werewolf equivalent to the stake in the heart for vampires.
Unless Beth simply forgot (ahem) that silver once made a difference, like in Bloodmoon. Everyone who was truly prepared to survive in that wilderness was packing silver. And those weapons didn't svck.
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Allison Sizemore
 
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Post » Mon Jun 04, 2012 6:24 am

All I know is that their swords look cooler than the Companions swords. You'd think it'd be the other way around.

Can't upgrade them though, afaik..
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Mark Churchman
 
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Post » Sun Jun 03, 2012 7:03 pm

All I know is that their swords look cooler than the Companions swords. You'd think it'd be the other way around.

Can't upgrade them though, afaik..
Sadly not! I was hoping to, because I would have used an upgraded silver weapon. Such a tragedy.
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Rozlyn Robinson
 
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