Werewolf gameplay and lore rebalancing
狼人游戏和绝杀重新平衡
Screenshots 3 screenshots
About this mod Machine translation
This simple mod gives werewolves scaling armor penetration, damage resistance, and magic resistance as well as nerfing or balancing humanoid bonuses while increasing freeze resistance.
If you want beast form as your main damage in the late game, this mod is for you.
If that's the center of the game, that's your game
If you are using IAFT REDONE with ESF colleagues with their compatibility patch (IAFT REDONE uses patch for original IAFT)
Then the scaling effect will apply to all followers you switch to WW'S, provided they are called NPCs
As a preference, I took the liberty of removing Aela and Serana so they would be as strong as beasts in the final game. On the other hand, there are only a few fans in Requiem that reach level 50 and even your home movies are capped at 40 or 30. So if you use dudestia's polymarriage mode, then you can personally create a pack of big werewolves (I recommend/think of roaming WW as wildlings in Skyrim so they are smaller WW).
Changed concepts/reasons/lore
Werewolves in Requiem are very powerful in both human and beast forms, but towards the end of the game they drop off quite a bit before I even estimate them. Lorewise, Requiem, and Skyrim seem to have established werewolves that can control their transformations as part of ordinary rubble, which fact lore hints at/implies others.
The Companions are extremely powerful warriors whose noble spirits are strengthened through battle and forged through honor and glory. But at some point they realized that they were very limited without relying on magic, and so sought new non-magical powers (pseudo-magic in this case similar to thu'um and all its derivatives). They stumble upon Hircine's Curse and use it correctly. When you first enter the Companions, Kodlak will comment on your psychic powers, he then proceeds to give you your first trial to join, and you will fight his wolf spirit in your quest to heal him (his soul). This concept brings up a very powerful idea, an idea that the beast form is indeed connected to the spirit, thus meaning that the spirit can develop the powers of the beast form. The Curse is like a weapon given by the Daedric lord, and the user should be able to control it in order for him to take full advantage of his power. Whether you play as a dragon or not (generally all my games are non-dragons), you are the PC and therefore your potential is limited to your will, you are a little special. Like weapons, a curse should be more powerful the more powerful the user. This approach is just logical. In the abstract, Rather than pitting yourself against those little werewolves who can't control their impulses, your noble spirit should be able to control the beast's form and mutate it to the point where your own weapons become more powerful. Whether you play as a dragon or not (generally all my games are non-dragons), you are the PC and therefore your potential is limited to your will, you are a little special. Like weapons, a curse should be more powerful the more powerful the user. This approach is just logical. In summary, you shouldn't be pitted against little werewolves who can't control their impulses, your noble spirit should be able to control the beast's form and mutate it to the point where your own weapons become more powerful. Whether you play as a dragon or not (generally all my games are non-dragons), you are the PC and therefore your potential is limited to your will, you are a little special. Like weapons, a curse should be more powerful the more powerful the user. This approach is just logical. In summary, you shouldn't be pitted against little werewolves who can't control their impulses, your noble spirit should be able to control the beast's form and mutate it to the point where your own weapons become more powerful.
I introduce one of the simplest mods - this mod. This introduces non-linear scaling of penetration, damage resistance, and magic resistance for beast form, as well as a rebalance for human form.
In hum …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.