Skyrim Disable Kill Moves

There were Special Kill moves you could do but you can disable them with a simple mod. There is almost no sexual content other than a few references but other. If you are using enhanced camera/joy of perspective mod for skyrim - disable the CameraMode (changing 1 to 0) in the Skyrimreloaded.ini file.

상세 컨텐츠

본문 제목

Skyrim Disable Kill Moves

본문

I feel you there, I set kill moves to 100% & disable last enemy restriction with no forced perspective. Ranged kill cams seem to be sketchy, although it was CDO (with DoD active) that cause the animation failure trap I ran into with them. Fixing killcams. On your Skyrim.ini VATS bVATSDisable=1 This will disable slowdown during killmoves, disable the cinematic camera, and get rid of the lag you get after performing a killmove (where enemies get a couple of free hits on you). What happens is that killmoves will kinda look like backstabs or ripostes in Dark Souls.

I've seen some mods on Oldrim that claim to fix this, but they appear to require SKSE, so my question is, are there any mods for SE that allow me to disable at least enemy kill moves, if not killmoves as a whole? (Bonus points if can somehow leave dragon killing kill moves in, as those usually are not disruptive and are kind of cool to watch).

The Illusion of absolute freedom is a powerful thing.My mother always said: 'If you wan't space, move to Utah!' (To quote a movie, I know not the name of)The same can apply to video games: 'You want freedom, play Just Cause 2.' I'm not sure how that's constructive or how that even fits with the first statement but there you go.Pff. Morrowind had no 'essential' flag. If you wanted to kill someone, BOOM. They were dead in a hailfire of.fire. If you killed someone vital to the main quest, the game just gave you a message saying 'Bro, you fucked up.

You fucked up big time.' But you could still keep playing. Just couldn't finish the main quest. The Illusion of absolute freedom is a powerful thing.My mother always said: 'If you wan't space, move to Utah!' (To quote a movie, I know not the name of)The same can apply to video games: 'You want freedom, play Just Cause 2.' I'm not sure how that's constructive or how that even fits with the first statement but there you go.Pff. Morrowind had no 'essential' flag.

If you wanted to kill someone, BOOM. They were dead in a hailfire of.fire.

If you killed someone vital to the main quest, the game just gave you a message saying 'Bro, you fucked up. You fucked up big time.' But you could still keep playing. Just couldn't finish the main quest.Or better yet, since its 2011.just make the main quest adapt to the loss of a character. Now you just have to figure out what needs to go down by yourself, or you skip unnecessary things; like the whole Civil War thing if I'd gotten the ability to assassinate Ulfric.

The Illusion of absolute freedom is a powerful thing.My mother always said: 'If you wan't space, move to Utah!' (To quote a movie, I know not the name of)The same can apply to video games: 'You want freedom, play Just Cause 2.' I'm not sure how that's constructive or how that even fits with the first statement but there you go.Pff. Morrowind had no 'essential' flag. If you wanted to kill someone, BOOM. They were dead in a hailfire of.fire. If you killed someone vital to the main quest, the game just gave you a message saying 'Bro, you fucked up.

You fucked up big time.' But you could still keep playing. Just couldn't finish the main quest.' Buh, buh.bu.No one will play our game if we let them break it!' The fact that you can press 'New Game' and rebreak the same game is the most alluring thing about morrowind. That's the site you want.

Specifically the command will besetessential base ID base ID = jarl's number (from hereex. Jarl Korir (winterhold) is 0001C1B51/0= 1 - immortal0 - mortalSo to set the winterhold jarl as mortal you would theoretically (I haven't done this, but the site is trustworthy) dosetessential 0001C1B5 0It is worth noting the following warning posted on the site though:'While it is fine to change an NPC to essential yourself and then decide later to make them mortal again, you should never set an NPC that is essential (immortal) in the vanilla game (i.e., before modifications) as mortal. If they're already essential, don't change them. Certainly do not save the game if you do. If an originally essential NPC dies it will undoubtedly break whole quests, entire questlines, or perhaps even the entire story, and you'll be forced to reload a previous save.'

The Illusion of absolute freedom is a powerful thing.My mother always said: 'If you wan't space, move to Utah!' (To quote a movie, I know not the name of)The same can apply to video games: 'You want freedom, play Just Cause 2.' I'm not sure how that's constructive or how that even fits with the first statement but there you go.Pff. Morrowind had no 'essential' flag.

If you wanted to kill someone, BOOM. They were dead in a hailfire of.fire.

If you killed someone vital to the main quest, the game just gave you a message saying 'Bro, you fucked up. You fucked up big time.' But you could still keep playing. Just couldn't finish the main quest.Oh the fond memories of Morrowind. snipDo us a favour. Descargar ritmo total espanol latino 1 link mega. Boot up Skyrim, and go to a major city. Set everyone nonessential, the UESP wiki should have a list of residents and their actor values.

Spawn in an ancient dragon. Congratulations, you have now discovered why Skyrim has so many essential NPCs.Taking an action yourself, and suffering for it is one thing. Having the random number generator just plain fuck you over? Not fun at all.Seeing as how a dragon can't actually spawn into any of the major, major cities, the only real way to break any of the major quests by accident would be to have a dragon kill one of the Blades or your side's Second-In-Command.Besides, most of the essential NPCs are tough enough where if you're any good at fighting dragons or anything else the dragon will die before the NPC.At least make it so that they're immortal to everything but your attacks. I have a simple request: does anyone know the Console Command to remove the Immortal/Esstenial tags from the NPCs in the game, thereby rendering them all vulenrable?It really gets under my skin that somehow the Jarls and leaders are spared from my murderous rage somehow, or that there is little danger in mis-casting a spell or something.I was really pissed when I found out I just can't assassinate all the enemy Jarls and leaders to end the war.why wasn't this a built-in option?here the fix to your problem.

Seeing as how a dragon can't actually spawn into any of the major, major cities, the only real way to break any of the major quests by accident would be to have a dragon kill one of the Blades or your side's Second-In-Command.Besides, most of the essential NPCs are tough enough where if you're any good at fighting dragons or anything else the dragon will die before the NPC.At least make it so that they're immortal to everything but your attacks.Uh. That's not true. I've had dragons land in the middle of Solitude more than once.OT: There's probably a console command, but I wouldn't do it if I were you. The game isn't set up to accommodate any essentials dying, so lots of quests will break in very glitchy ways if it happens.

At least wait for a mod that will probably come along and fix most of those problems. I have a simple request: does anyone know the Console Command to remove the Immortal/Esstenial tags from the NPCs in the game, thereby rendering them all vulenrable?It really gets under my skin that somehow the Jarls and leaders are spared from my murderous rage somehow, or that there is little danger in mis-casting a spell or something.I was really pissed when I found out I just can't assassinate all the enemy Jarls and leaders to end the war.why wasn't this a built-in option?I feel your pain. You can probably guess how I felt when I first reverse-pickpocketed enough poison into Maven Black-Briar to down a mammoth, and the bitch just took it. I'm slowly building up a head of rage against the Thieves' Guild (even though I'm a member), but I suspect they're all unkillable, as well.I mean, I guess I can understand the reasoning behind immortal NPCs, but. So frickin' many of them?! Most of the ones I've come across that are actually worth assassinating simply won't die.

Skyrim Disable Kill Moves List

It was a brief hallelujah moment when I slit Thonar Silver-Blood's throat and it actually worked. The Illusion of absolute freedom is a powerful thing.My mother always said: 'If you wan't space, move to Utah!' (To quote a movie, I know not the name of)The same can apply to video games: 'You want freedom, play Just Cause 2.' I'm not sure how that's constructive or how that even fits with the first statement but there you go.Pff. Morrowind had no 'essential' flag. If you wanted to kill someone, BOOM. They were dead in a hailfire of.fire.

If you killed someone vital to the main quest, the game just gave you a message saying 'Bro, you fucked up. You fucked up big time.' But you could still keep playing. Just couldn't finish the main quest.if you knew where keening sunder and wraith guard were you could grab them, go to dagoth 'ur and kill him anyway.

Free

I have a simple request: does anyone know the Console Command to remove the Immortal/Esstenial tags from the NPCs in the game, thereby rendering them all vulenrable?It really gets under my skin that somehow the Jarls and leaders are spared from my murderous rage somehow, or that there is little danger in mis-casting a spell or something.I was really pissed when I found out I just can't assassinate all the enemy Jarls and leaders to end the war.why wasn't this a built-in option?I feel your pain. You can probably guess how I felt when I first reverse-pickpocketed enough poison into Maven Black-Briar to down a mammoth, and the bitch just took it. I'm slowly building up a head of rage against the Thieves' Guild (even though I'm a member), but I suspect they're all unkillable, as well.I mean, I guess I can understand the reasoning behind immortal NPCs, but.

So frickin' many of them?! Most of the ones I've come across that are actually worth assassinating simply won't die. It was a brief hallelujah moment when I slit Thonar Silver-Blood's throat and it actually worked.Yeah, Skyrim went overboard with it. Oblivion just made main quest NPCs essential which made sense. It seems like everyone in Skyrim with a named side quest attacched to them is essential, like Thonar until you do his quest. It is unnecessary, immersion breaking hand holding.

It makes essentials double over in pain then stand back upCurses, foiled again!Well, if modders could remove immortality from children, I bet they'll be able to do it for Essentials.Actually, children were suspiciously easy to make mortal in a totally we-can't-get-this-game-rated-otherwise-but-yet-we-think-you-should-be-able-to-kill-them sort of way. They simply belong to a child race along with one of the playable ones, and this data is one of the very, VERY few things that shows up if you load the Skyrim file into a Fallout 3 editor. Alter that child race so it's mortal and poof!

Every child in the game suddenly pops up on the Grim Reaper's radar.Essential characters, on the other hand, have their essential status applied to each and every one individually making it much more time consuming to alter them. Or better yet, since its 2011.just make the main quest adapt to the loss of a character. Now you just have to figure out what needs to go down by yourself, or you skip unnecessary things; like the whole Civil War thing if I'd gotten the ability to assassinate Ulfric.I'm not sure it being 2011 makes that 'just' much less nightmarishly difficult to program.;)Actually, it makes it even more nightmarish. You see, in a text adventure, you could set up a random name generator and simply generate a new NPC to take over every role, just copy pasting the dialogue. With newer, animated games, you'd have to create a skin, made up of textures, and for more advanced animations, movement, and finally motion capture. Then for modern games, you'd have to record dialogue.

Now, all of this is possible in say Skyrim, but it is much more difficult, especially if you want the voices of the successors to be different, and if you want to procedurally reference killed characters, and especially if you want to include the NPCs before they ascend to their position. You could randomly spawn a new second in command every time the last one is removed, by being promoted or dying, but then it gets kind of ridiculous if you abuse that by killing them over and over.If you want the quests to reflect multiple options, (Like assassinating the Rebels or Imperials out of quests) that's also made harder by facial animations and voice acting. You have to write, record, and animate the entire thing. If you have, say, 10 hours of plot (Voiced and written, not necessarily gameplay) in the game, and then you decide to give each story element two alternatives, making 3 times the stuff, you quickly increase the amount of work.

Suddenly, you've 30 hours of stuff to set up and record. Add to that procedural stuff, you doing amusing stuff like assassinating the leaders, and you'll have to account for that too. That's part of the reason why, with the increased quality of graphics and voice acting in RPGs, the choice and freedom is ever-reducing. Don't get me wrong, I'd love this stuff, but the choice seems to be a decision between prettiness and freedom.

There is a lot going on underneath the hood of Skyrim, and if you are feeling a bit technical you can start messing around with the game’s functions by using Skyrim console commands and cheats in the game’s developer console. With a few commands, you can instantly complete quests, teleport across the world, or even access spells that never made it into the final version of the game.

So whether, you want to skip through some of the game’s busywork, drastically alter your character build, or nerf the living daylights out of a giant, we’ve got the Skyrim console commands for you.We’ve brought together all of the commands and cheats that can be used in Skyrim in one handy list as well as a quick guide to correctly entering them. You will also notice that our list is broken down into a a few key categories starting with basic and fun cheats and working down towards some more granular tweaks you can employ.Just be sure to check out what each console command does before popping it into the developer console – you know what they say: with great Skyrim console commands, comes great responsibility. How do you enter Skyrim commands?To use Skyrim’s commands, you’ll need to open the developer console screen. This is easily done by tapping the tilde key, which can be found under the Esc key, and just to the left of the 1 key on an American English keyboard. If you’re using a British English keyboard, you’ll need to tap the grave (`) key, which is located in the same place.When typing in console commands, remember that commands are not case sensitive, so don’t worry about caps lock.

You’ll find that many commands will have a section that says something like. In these cases, do not type the brackets, nor the #. Instead, type out the name of the item you want, and follow up by replacing the # with thenumberof items you require.For example:player.addItem is the command to add new items to your inventory. If you wanted to add 100 gold to your inventory, you’d type inplayer.additem 00000f 100Some commands require an item to be targeted. To do this, open the console, and then click on the object. The name of the targeted object will then appear in the middle of the screen.Skyrim PC cheatsToggle Immortal ModeTIMTurns on and off immortal mode.

You character will still take damage, but cannot be killed.Toggle God ModetgmTurns God Mode on and off. Grants infinite health, magicka, and stamina. Carry weight does not affect movement speed or fast travel ability.Kill TargetkillInstantly kills the target. Will not work on ‘essential’ NPCs. Skyrim money cheatsAdd gold to Inventoryplayer.additem 00000f 100Adds 100 gold to your inventory. Replace 100 with the amount of your choice for more or less gold. Skyrim NPC CommandsResurrectResurrect Brings a dead NPC back to life.

Using resurrects them with all items intact. Using no number removes the corpse and creates a fresh copy of the NPC.Empty InventoryremoveallitemsRemoves all items from the target’s inventory. Add to transfer all items to your own inventory.Add Itemadditem Adds an item to the target’s inventory.Set NPC Levelsetlevel,Sets the level of a targeted NPC. Because of Skyrim’s scaling level system, this one is a little tricky. You need to assign four values.

Each number is:1: <% of PC’s level. 10 The NPC’s level in comparison to player, based on% of players level.

댓글 영역

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

This article is about the condition lycanthropy, in particular the effects it has on the player. For enemies and NPCs who are werewolves, see Werewolf.

Transforming into a werewolf

Lycanthropy is a condition in Skyrim that gives you the Beast Formgreater power, which allows you to take on the form of a werewolf. Becoming a werewolf adds the Beast Blood constant effect, which grants a 100% resistance to all diseases, but also prevents you from gaining resting bonuses. Werewolves can deal lethal damage with their claw attacks, move swiftly, and have increased health and stamina. The only way to become a werewolf is to drink werewolf blood during The Companions questline.

In the Dawnguardadd-on, a skill tree is added for werewolves, with perks that will increase your damage, health, and stamina as a werewolf, and even enhance your howl abilities. In order to unlock new perks, you must feed on corpses of non-undead NPCs.

As a werewolf, you can also draw power from the Totems of Hircine to give your shout-like 'howl' ability new powers, although you may only use the shout related to the particular totem you have activated.

Kill
  • 5Related Quests

Beast Form[edit]

The Beast Form greater power can be used once per day to transform into a werewolf for 150 seconds. You can keep Beast Form active longer by feeding on humanoid corpses (with the Savage Feeding perk, you can feed on almost any dead creature). Every feeding restores 50 points of health and adds an additional 30 seconds of time in Beast Form. The Ring of Hircine provides an alternate unlimited means of transformation for werewolves.

Werewolf Claws
Level(DG)
1–10+00
11–15+550
16–20+15100
21–25+25150
26–30+30200
31–35+35250
36–40+40300
41–45+50350
46++60400

The Beast Form power has the following effects:

  • Your health increases by 50 and stamina increases by 100 (with a Dawnguard added perk, health increases by 150 and stamina by 200).
  • Stamina regeneration increases from 5% of your total stamina per second to 20%.
  • Carrying capacity increases by 2000 points.
  • Ability to use shout-like howls:
    • Howl of Terror: enemies flee in fear for 60 seconds and nearby wolves come to your aid.
    • Totem of Brotherhood: summons two red pack members to aid you in combat for a limited time.
    • Totem of The Hunt: reveals nearby prey, similar to a Detect Life spell.
    • Totem of Fear: grants a higher-level fear shout.
  • Base unarmed damage increases to 20 points and reach to 150 points (most races have a base unarmed damage of 4 and a reach of 96).
  • Werewolf Claws: a constant Fortify Unarmed Damage effect that increases with your level (and gives you Resist Damage if Dawnguard is installed)—see table.
  • Base health regeneration is set to 0 (unless the Ring of the HuntDB is equipped).

The first time you transform using Beast Form, you will immediately be cured of all diseases, including any stage of vampirism. This means you cannot be a vampire and a werewolf at the same time. The Beast Form power also automatically removes all of your equipment. Summoned thralls, such as dead thralls, will immediately die. However, other summoned creatures will remain until their timer expires.

While you are in beast form, you cannot use any of your equipment, spells, dragon shouts, or powers, but your attacks increase in power and speed, and you may execute one of four 'kill cam' moves. Pressing a single attack button may have you leaping on your enemy and savagely slashing their chests, or biting their throats. Pressing both attack buttons simultaneously may have you throwing your enemy a great distance, or lifting them off their feet and decapitating them. Your move speed will increase as well, and you will not be staggered by attacks or by attacking an enemy with a raised shield. Since you cannot use spells or items, the only way to heal yourself is to feed on corpses.

Racial abilities do not carry over into your beast form, but existing spell effects do. This includes passive abilities such as The Lord Stone, the Blessing of Mara, and the Magic Resistance perks from the Alteration skill tree. It also includes the Destruction Cloak spells and the Alteration Flesh spells. However, effects that change health regeneration rates, such as The Lady Stone or Regenerate Health potions, will do nothing unless you have equipped the Ring of the HuntDB. This is because werewolves that are not wearing this ring have their base health regeneration set to 0 points, so any effect that multiplies this rate will result in a health regeneration rate of 0.

A werewolf

As a werewolf in Skyrim, you will be hated and feared by almost any NPC that sees you in your beast form, and most will attack you on sight (exceptions include other werewolves, M'aiq the Liar, members of the Dark Brotherhood, The Circle, followers currently in your service, members of the Thieves Guild, and the heroes of Sovngarde, but not your spouse, unless your spouse is one of these). Your wolf cousins will not attack you, and may even come to your aid if you use your Howl of Terror ability. Crimes committed in beast form will not be attributed to you and will not increase your bounty, unless someone sees you transform. If you are seen turning into your beast form, 1000 gold will be added to your bounty (unless the person is one of those that won't attack you).

You will have a forced third-person view while Beast Form is active and will not be able to access character menus or maps. If Dawnguard is installed, opening the character menu will open the Werewolf skill tree. You will not be able to pick up any items, pick locks, activate containers, or initiate conversation while in beast form, but you can activate switches (such as levers and pull chains) to progress through dungeons (though you will be unable to interact with objects preventing the use of switches, e.g. the bones or scraps that must be removed to use certain switches in Raldbthar Deep Market). You can command followers by pointing your crosshair at them and holding down your activate/use control. Followers cannot be commanded to pick up items while you are in beast form, however—they will interpret any such order as simply 'move there'.

You cannot consciously choose to deactivate Beast Form once you have transformed. The only way to return to your human form is to wait for the Beast Form to end or to use the 'wait' function. In Skyrim Special Edition, anything you had equipped while transforming is automatically re-equipped. In the original release, you have to re-equip your equipment manually.

All howls except for Howl of Terror have to be unlocked via a quest that is available when you have completed the Companions questline, as long as you remain a werewolf. You can only have one howl active at a time. You can choose which howl you wish to select by visiting the Underforge and praying at the totem that corresponds to the howl you want. Only three totems are available; once you have selected a new howl by praying at a totem, the Howl of Terror becomes permanently unavailable, although the Howl of Fear, which is available from the third totem, is very similar.

Skill Perks[edit]

The Dawnguard add-on adds a perk tree for werewolves. The skill tree is simply called 'Werewolf' and perks are earned through feeding on the corpses of fallen NPCs (or creatures after the Savage Feeding perk has been unlocked). It is not necessary to feed on fresh kills—you can also feed on bodies that are already dead. Opening the character menu while transformed will instead open this skill tree. The totem-related perks will only apply if you currently have the respective totem active. Unlike the Vampire Lord, you cannot change your shout power while transformed.

Acquiring new perks requires more feedings each time. The first perk requires five feedings; after that, each new perk requires two more feedings than the last (up to 25 required to progress from the 10th perk to the 11th). You will need to feed a total of 165 times to complete the entire tree.


Bestial Strength
Animal Vigor
Gorging
Savage Feeding
Totem of Terror
Totem of the Predator
Totem of Ice Brothers
Totem of the Moon
PerkRankDescriptionIDPerk Req
Bestial Strength1Do 25% more damage as a werewolf.xx0059a4
2Do 50% more damage as a werewolf.xx007a3f
3Do 75% more damage as a werewolf.xx011cfa
4Do 100% more damage as a werewolf.xx011cfb
Animal Vigor100 point bonus to health and stamina in beast form.xx0059a5Bestial Strength
GorgingFeeding heals twice as much health.xx0059a7Animal Vigor
Savage FeedingAble to feed off most dead creatures. Feeding off creatures instead of people only provides half the extended time.xx0059a6Gorging
Totem of Ice BrothersWerewolf Totem of Brotherhood howl calls Ice Wolves.xx0059aaBestial Strength
Totem of the MoonWerewolf Totem of Brotherhood howl calls werewolves.xx0059abTotem of Ice Brothers
Totem of TerrorWerewolf Howl of Terror affects even higher level creatures.xx0059a8Bestial Strength
Totem of the PredatorWerewolf Totem of the Hunt howl has extended range, and shows whether the targets are not in combat, searching, or actively in combat.xx0059a9Bestial Strength

Curing Lycanthropy[edit]

To cure yourself in the base game, you must complete the Companions quest line. Immediately after you have completed Glory of the Dead, you may cure yourself of lycanthropy, although you will need another Glenmoril Witch's head. Once you return to Jorrvaskr, you must wait until both Vilkas and Farkas (separately) ask for help to be cleansed of lycanthropy, and the quest Purity is completed twice. Then you can use the Flame of the Harbinger to cure yourself.

Once cured you will no longer have access to the Underforge, and you will not be able to complete the Totems of Hircine quests if you have not already done so. You will also be unable to complete the Dragonborn quest Visit the hunters at Frostmoon Crag.

The Dawnguard add-on allows you to restore your lycanthropy with help from Aela the Huntress. You can do this only once; if you cure it again, you cannot regain your lycanthropy from Aela. If you restore your lycanthropy, you will keep all of the werewolf perks you had before, and will also keep the same totem benefit that you had active when you were a werewolf previously.

Accepting Lord Harkon's gift of vampirism during the Awakening quest or asking Serana to make you a vampire (either during the Chasing Echoes quest or after the end of the Dawnguard questline) will also cure you of lycanthropy.

Achievements[edit]

One achievement is related to being a werewolf:

  • Werewolf MasteredDG (20 points/Bronze) — Acquire 11 werewolf perks
    • There are 11 available perks, so all of the werewolf perks must be unlocked for this achievement.

Several other achievements are obtained from the Companions questline.

Related Quests[edit]

World Interactions[edit]

  • Frostmoon InvitationDB

Notes[edit]

  • You will have 0 base armor while in beast form, but you do count as unarmored for the purposes of the Mage Armor perk.
    • Before patch 1.3.10, armor rating in beast form is affected by the Light Armor skill and will be increased by the Agile Defender perk.
  • Werewolf howls count as shouts for the purposes of the General Statistics screen; each time you howl adds to your total number of shouts and it is possible for a howl to show up as your favorite shout.
  • Transforming into a werewolf in view of the guards of a Hold is a handy way to quickly achieve the Master Criminal achievement.
  • Though the character model for beast form werewolves is the same regardless of gender, males are taller than females. Game data sets the height scale at 1 for females and 1.13 for males.
  • Full Moon Rising is in game data as a constant effect that enhances stats while the moons are full; however, it does not actually appear in normal gameplay.
  • The Fear shouts are not affected by the Master of the Mind perk.
  • Time still passes while the perk tree is displayed (though nothing moves outside of the menu). If you take too long perusing the perk tree, your Beast Form might wear off and you won't be able to select one. As soon as you close the menu, you'll immediately change back. You'll need to transform again in order to access the skill tree and select your new perk.
  • The Dragonborn add-on adds werebears, a new type of lycanthrope. However players cannot transform into these creatures.
  • The werewolf perk tree was originally developed as part of the Game Jam.
  • While you can't initiate conversation in beast form, most scripted conversations (like running into Eisa Blackthorn which starts The Pale Lady quest) will still happen, and the NPC will converse with you like normal.
  • Using the special ability of the Ring of Namira to feed on a corpse will make it impossible to feed on it in beast form. The reverse is also true, corpses fed on in beast form cannot be cannibalized with the Ring of Namira.
  • It is not necessary to kill an enemy while in beast form in order to feed on the corpse. Enemies can be killed in humanoid form, then you can transform into a werewolf to feed. This makes it possible to clear a location in humanoid form, then transform and feed on many corpses at once without engaging in combat.
  • The Totem of the Predator perk grants a modified 'Detect Life' ability: it 'paints' all targets in the area affected by the howl. Said effect lasts for one minute, even if the target(s) leave the howl radius, though new targets entering the range are not affected until the howl is repeated.
  • As well as being unable to interact with certain objects, you are also unable to destroy spiderweb barriers while in beast form as attacks seem to go straight through. This can make it difficult to progress though certain locations where spiders reside. Transforming back to human form will allow you to destroy the barrier and proceed.
  • You are unable to breathe underwater as a werewolf, even if you are an Argonian.
  • In Survival Mode, your Beast Blood will prevent you from having the Rested or Well Rested bonus. However, after a full sleep it takes the same amount of time for your Fatigue to fall to Drained as a non-werewolf from a Well Rested state.
  • The name used internally for the highest level of Werewolf Claws suggests that it was intended for level 50 and above, but in reality, it takes effect at level 46.

Bugs[edit]

  • NPCs may still make mention of your 'wolfish grin' or the 'fur growing out of your ears' or 'you smell like a wet dog' even after you are cured of lycanthropy, because the only condition for these remarks is the completion of The Silver Hand, not your werewolf status. Similarly, in the statistics section of the menu, the 'days as a werewolf' statistic may continue to increase even after lycanthropy is cured.
    • This bug is fixed by version 1.2.2 of the Unofficial Skyrim Patch.
    • You can input set playeriswerewolf 0 to the console to fix the statistic increase but not the NPC comments.
  • The 100% disease immunity does not prevent contracting diseases from traps due to a script oversight.
    • This bug is fixed by version 2.0.5 of the Unofficial Skyrim Patch.
  • Using Soul Trap on a corpse you have already eaten as a werewolf gives you another heart from the victim. You can progress werewolf perks, but you have to wait to transform again to actually unlock them. Savage Feeding benefits from this bug as well.
    • This bug is fixed by version 2.0.1 of the Unofficial Skyrim Patch.
  • Sometimes equipment is not fully removed after transforming. If you retain a weapon after transforming, this can cause you to be unable to attack with the weapon-equipped hand and causes strange animations, since werewolves do not have animations for wielding weapons.
  • You may be unable to cure yourself using the blue flame immediately after curing Kodlak in the Companions quest line.
    • This may be fixed by doing radiant quests for the Companions until a Purity mission comes up, after which you can use the flame again. You may need to complete both Purity quests (for both Farkas and Vilkas) before you can cure yourself.
  • Right before you turn back into a human after using Beast Form, you may get a message saying that you are over encumbered, and you may be unable to run or sprint, even though you aren't.
    • Opening your inventory and closing it again may fix this.
  • After reverting back to human form, the forced third-person camera sometimes persists.
  • Interrupting the feeding animation (such as by howling) will successfully complete the feeding immediately.
  • While in werewolf form, it is possible to get stuck in it well over the time limit.
    • This can be fixed by using the wait function for 24 in-game hours, though this might not always work. It may work best if you wait multiple one hour periods than just one 24 hour period.
  • When transforming into a werewolf, there is a brief period between when the cutscene ends, and when you regain the ability to move and attack. If you feed on a corpse in this narrow window of time, the werewolf transformation may be very short (a few seconds). Using this glitch in combination with the Ring of Hircine allows you to make several kills and feed on the corpses one by one for skill tree progress, without having to remain in beast form for a long time afterward (and without having to wait).
  • Sometimes while in beast form, the sprinting power attack may not execute despite holding the sprinting and attack buttons.
    • Exiting and reentering sprint mode usually fixes this.
  • Sometimes, when reverting back to human form, part of the werewolf skin will form over your equipment. The werewolf head will have no teeth, and will clip into your first-person view.
  • Despite the fact that powers are inactive, the Orcs can activate Berserker Rage before transforming, thus allowing their attack damage to be doubled ?

See Also[edit]

  • For more information about lycanthropes of the Elder Scrolls universe, see the lore article.
Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Lycanthropy&oldid=2115583'