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Werewolf Maul

by Enirei Posted 1st Dec 2012 at 5:51 PM - Updated 22nd Mar 2014 at 5:36 AM by Enirei : Revisions
101 Comments / replies (Who?) - 16 Feedback Posts, 9 Thanks Posts
On Hiatus
What this means is that as of right now, no changes will be made to it.

This mod has had limited testing my in test hood.

Reported patches: 1.47, 1.48, 1.50, 1.55, 1.57, 1.63
Tested patches: 1.38, 1.42
Required Expansion: Supernatural

This adds two interactions to the Mean pie menu: Maul and Deadly Maul.


Note: Your werewolf has to be in Werewolf form to maul people.

Both will increase your werewolf's hunger motive, though Maul only does halfway while Deadly Maul does it fully. The interactions will be greyed out if your werewolf is too tired (it's a lot of work to Maul someone). Each Maul will decrease the Energy bar by 20, so at full bar about 4 tries before your Werewolf is too tired to Maul anymore.

This mod goes on a percentage change system. Taking into account various skill levels, the chance of a successful Maul is altered. For best results a high hidden Lycanthropy skill and high Athletic skill is suggested. For example, the first time you attempt a maul, you fail but the second time you may succeed.

Here's a list of occults and skills used. (Before some asks "What about (other Occult here)?". I do not have those expansion packs.)

OccultSkills Used
Werewolf
  • Athletic
  • Lycanthropy
Vampire
  • Athletic
Witch
  • Athletic
  • Magic
Fairy
  • Athletic
  • Fairy Magic
OtherNone


Code:
((ActorAvgSkill - TargetAvgSkill)+5)* 10 = Success Rate


Example:
  • Werewolf - Lycanthropy 5, Athletic 7 (Average is 6)
  • Vampire - Athletic 7

((6 - 7)+5) * 10 = 40% Chance of Success



Conflicts - None known. It works with my Vampire mods just fine and I've tested it with some Nraas mods as well.

Autonomous
There is a small chance that if a werewolf is Evil or Mean-Spirited they will do this autonomously, including NPCs, or if they're very hungry. If you want to change this, you can edit the ITUN files within the mods using S3PE.

To make it not autonomous, chance the DisallowAutonomous="False" to DisallowAutonomous="True".

Additional Credits:
Twallan
Buzzler
velocitygrass
johna's Any Game Starter
And in general the modding forums with their tutorials.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Supernatural
Built with Game Version: 1.42
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Enirei_WerewolfMaul.zip

Size: 9.6 KB · Downloads: 15,448 · 1st Dec 2012
9.6 KB 15,448 1st Dec 2012
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
101 Comments / Replies (Who?) - 62 Feedback Posts, 38 Thanks Posts
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Mad Poster
THANKS POST
#2 Old 1st Dec 2012 at 6:20 PM
Omg this is gonna be great; thanks!

If I may ask, did you use some sort of other Occult Interaction to make SN Weres maul, like maybe the WA Mummy? Just curious. ^-^
Test Subject
THANKS POST
#3 Old 1st Dec 2012 at 6:38 PM
This sounds awesome!!!
Space Pony
Original Poster
#4 Old 1st Dec 2012 at 6:57 PM
Quote:
Originally Posted by murfee
Omg this is gonna be great; thanks!

If I may ask, did you use some sort of other Occult Interaction to make SN Weres maul, like maybe the WA Mummy? Just curious. ^-^


You're welcome. Nope, I didn't use another Occult Interaction. It follows the same idea of my Vampire mods.
Instructor
THANKS POST
#5 Old 1st Dec 2012 at 10:08 PM
Awesome! Hope there's eventually an npc autonomous version for those with frightening halloween worlds Probably with a disclaimer that it could lower the town population?
Test Subject
THANKS POST
#6 Old 2nd Dec 2012 at 1:07 AM
Oh how cool is this! Now Werewolves can do what they are made for :P
Test Subject
#7 Old 2nd Dec 2012 at 1:08 AM
Quote:
Originally Posted by Bandon
Awesome! Hope there's eventually an npc autonomous version for those with frightening halloween worlds Probably with a disclaimer that it could lower the town population?


hahaha "lower the town population" :P
Space Pony
Original Poster
#8 Old 2nd Dec 2012 at 3:08 AM
Quote:
Originally Posted by Bandon
Awesome! Hope there's eventually an npc autonomous version for those with frightening halloween worlds Probably with a disclaimer that it could lower the town population?


It is mildly autonomous. I had forgotten that I had not removed that bit from the ITUN files. The incentive is low, but still positive unless the werewolf has the Good or Vegetarian trait (then it's negative and the Sim won't do it autonomously).
Lab Assistant
THANKS POST
#9 Old 2nd Dec 2012 at 4:30 AM
You have the best MODS, I still use your Vampire one and now a werewolf Thanks!
Scholar
THANKS POST
#10 Old 2nd Dec 2012 at 11:28 AM
Can Deadly Maul kill sims? If so then what kind of ghost will the sim become?
Anyway This mod is very interesting!
Alchemist
#11 Old 2nd Dec 2012 at 2:32 PM
This is great, thank you. I would also like to know that if a sim is killed by deadly maul, which color is the ghost and does she/he have a custom cause of death?
Space Pony
Original Poster
#12 Old 2nd Dec 2012 at 5:37 PM
Quote:
Originally Posted by varpunen
This is great, thank you. I would also like to know that if a sim is killed by deadly maul, which color is the ghost and does she/he have a custom cause of death?


Glad you like it. That pink color ghost caused by starvation. Creating a "custom cause of death" is beyond my current scope.
Alchemist
#13 Old 2nd Dec 2012 at 5:45 PM
Quote:
Originally Posted by Enirei
Glad you like it. That pink color ghost caused by starvation. Creating a "custom cause of death" is beyond my current scope.


Ah, thank you. Keep up the good work. Mods like these really makes this game much more realistic and that is what I like.
Mad Poster
#14 Old 3rd Dec 2012 at 12:16 AM
It sounds to me from the description that Deadly Maul will sometimes kill, sometimes not. If it won't kill every time, then what is the chance that it will succeed?

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Space Pony
Original Poster
#15 Old 3rd Dec 2012 at 12:26 AM
Quote:
Originally Posted by Shimrod101
It sounds to me from the description that Deadly Maul will sometimes kill, sometimes not. If it won't kill every time, then what is the chance that it will succeed?


Depends on the skill level of your werewolf as mentioned in the overview.
Field Researcher
THANKS POST
#16 Old 3rd Dec 2012 at 1:44 AM
Another great mod for my game, thank you!
Mad Poster
#17 Old 3rd Dec 2012 at 3:30 AM
If my Lycanthropy Skill and Athletics Skill are maxxed then; how often will it kill the other sim?

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Space Pony
Original Poster
#18 Old 3rd Dec 2012 at 4:37 AM
Quote:
Originally Posted by Shimrod101
If my Lycanthropy Skill and Athletics Skill are maxxed then; how often will it kill the other sim?


Well depending on the skills of the target, at least 50%. Since typical NPCs don't have high skill levels unless they're pre-made the chance is closer to 100%. If the sim is human, it's 100%. Humans get mauled easily :p
Mad Poster
#19 Old 3rd Dec 2012 at 10:12 AM
Okay. It seems like a strange design decision to me, since there are two mauls to choose between. As far as I'm concerned the Deadly Maul should always kill, giving players a cool way to simply dispose pf some despised townie or service sim, instead of resorting to Total Annihilation or Nuke, which have nothing cool, no animation, no death, nothing.

It's understandable that another werewolf, for example, should not necessarily be killable by mine, if mine is some newbie wimp werewolf; but I think that most players will use Maul much more frequently anyway, and one can see who wins or loses.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Space Pony
Original Poster
#20 Old 3rd Dec 2012 at 11:54 AM
Quote:
Originally Posted by Shimrod101
Okay. It seems like a strange design decision to me, since there are two mauls to choose between. As far as I'm concerned the Deadly Maul should always kill, giving players a cool way to simply dispose pf some despised townie or service sim, instead of resorting to Total Annihilation or Nuke, which have nothing cool, no animation, no death, nothing.

It's understandable that another werewolf, for example, should not necessarily be killable by mine, if mine is some newbie wimp werewolf; but I think that most players will use Maul much more frequently anyway, and one can see who wins or loses.


Deadly Maul does always kill if it's successful. Like my Deadly Attack always kills if it's successful (which people complained it should not be a one hit kill in its early days). If it killed every time then some wimpy werewolf could go up and kill a high level witch or vampire.
Test Subject
THANKS POST
#21 Old 3rd Dec 2012 at 7:36 PM
Hi, I don't have Supernatural but, I heard the werewolves are really lame in the Supernatural expansion. I mean really, all you can do is growl at people and howl randomly? Anyways, if I get Supernatural I'll come back and give feedback because this is cool especially if you can actually kill (Finally, I would be able to go on those werewolf rampages)
Test Subject
#22 Old 4th Dec 2012 at 10:29 PM
Quote:
Originally Posted by Squiggle111
Hi, I don't have Supernatural but, I heard the werewolves are really lame in the Supernatural expansion. I mean really, all you can do is growl at people and howl randomly? Anyways, if I get Supernatural I'll come back and give feedback because this is cool especially if you can actually kill (Finally, I would be able to go on those werewolf rampages)


yeah that was my opinion about the werewolves too. they "hunt" but only for stones and gems or w/e..lame. Cool part is in CAS mode where you can create how your werewolf will look after changing from human form...

and now with this "maul" feature, you can basically be a real werewolf (with the cursed bite).
Test Subject
THANKS POST
#23 Old 5th Dec 2012 at 2:08 AM
this sounds great i dont have supernatural yet but ive heard that werewolves are pretty lame, like one person said now they can do what theyre made for haha. nice job
Test Subject
#24 Old 5th Dec 2012 at 5:11 AM
Great mod! Thanks!
Test Subject
#25 Old 5th Dec 2012 at 5:13 AM
Quote:
Originally Posted by Squiggle111
Hi, I don't have Supernatural but, I heard the werewolves are really lame in the Supernatural expansion. I mean really, all you can do is growl at people and howl randomly? Anyways, if I get Supernatural I'll come back and give feedback because this is cool especially if you can actually kill (Finally, I would be able to go on those werewolf rampages)


Actually, you can give the "Cursed Bite" which will turn humans into werewolves. They're not terrible, but they did need something extra and this mod will help.
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