Implement fWereWolfHealth GMST
On UESPWiki is written that the maximum health of werewolves should be "twice normal amount", but in OpenMW version 0.42 it is not so.
There are questions:
- The commands becomeWerewolf and undoWerewolf don't use some game setting?
- I wonder how the current health level will be recalculated when the form is changed?
#5 Updated by Vladimir Ulisko 6 months ago
UESPWiki shouldn't be wrong. Werewolves must be strong and tenacious (i.e. with high strength and vitality). The high vitality is needed to reduce the effectiveness of offensive spells and "normal" (not silver) weapons against them. Without high vitality, the werewolf's health can be very quickly reach zero if opponent uses a silver weapon.
The fWereWolfHealth GMST should be used by OpenMW as werewolf's health multiplier.
Don't forget that during the transformation, a magical effects that modify maximum of health can be active: Fortify Health and/or Drain Health. When recalculating the maximum health should take the basic maximum health points. It is unclear just how the current health level during the transformation should be recalculated. There are several ways for this. It is possible that it should vary in proportion to the maximum.
As for magicka and fatigue, they shouldn't be affected: they are already correctly recalculated.
#8 Updated by Alexei Dobrohotov 23 days ago
Here's the player werewolf stats function. I imagine that this function and relevant restore/saveSkillsAttributes functions should be renamed and have health functional added. Thankfully they're not used anywhere other than setWerewolf in mechanics manager.