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Author Topic: Can the horrible werewolf walk be fixed?  (Read 12749 times)
nataku
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Can the horrible werewolf walk be fixed?
« on: 2007 April 24, 00:10:55 »
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Just as the title asks, I'm wondering if anyone knows if that awful werewolf walk that makes them look like a zombified monkey can be fixed so they walk normally and if it can - has someone made a fix for it?

I've searched MTS2 and InSIM; I found nothing at MTS2 and a request for a fix at InSIM that never got any replies, not even a "sorry but that can't be fixed" reply. I'm not sure where else to look, those 2 and this site are the only Sims 2 sites I usually visit for hack related content.
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PandaGirl
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Re: Can the horrible werewolf walk be fixed?
« Reply #1 on: 2007 April 24, 01:28:15 »
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What's the point in having a werewolf if you don't have the characteristics that make it one? It would be like a zombie without the shuffle. Sad.
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RainbowTigress
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Re: Can the horrible werewolf walk be fixed?
« Reply #2 on: 2007 April 24, 01:58:54 »
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That walk annoys me too.  I don't play zombies or werewolves though.  Tongue
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Re: Can the horrible werewolf walk be fixed?
« Reply #3 on: 2007 April 24, 02:06:32 »
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I've not had a werewolf yet. Plenty of wolves though.
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Re: Can the horrible werewolf walk be fixed?
« Reply #4 on: 2007 April 24, 03:07:27 »
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Werewolves would NOT shamble like an ape.  They would walk like a dog, not hobble from leg to leg.
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kewian
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Re: Can the horrible werewolf walk be fixed?
« Reply #5 on: 2007 April 24, 04:00:29 »
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Im with Pandagirl..whats the point in being a werewolf if you dont amble?  I think they should do other things to though... like sniff butts like dogs do,  scratch fleas,  lift legs etc..... Tongue
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Gwill
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Re: Can the horrible werewolf walk be fixed?
« Reply #6 on: 2007 April 24, 06:58:21 »
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I like the werewolf amble and zombie lurch right up until the point when I try to play said type of sims.  Then it gets really annoying.  Although zombies are a whole magnitude of annoying above werewolves; at least werewolves are fast.
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Re: Can the horrible werewolf walk be fixed?
« Reply #7 on: 2007 April 24, 09:13:07 »
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The werewolf amble runs somewhere speedwise between walk and run. As a walk, it's faster than the regular-walk, but as a run, it's slower than the regular run.
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Re: Can the horrible werewolf walk be fixed?
« Reply #8 on: 2007 April 24, 11:25:54 »
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I don't mind the walk so much either... Tongue but the fact that the males' hair changes really irks me.
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Re: Can the horrible werewolf walk be fixed?
« Reply #9 on: 2007 April 24, 12:04:52 »
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That reminds me (sorry for hijacking), I have an annoying Zombe-Plantsim who lurches around the garden, macro-farming.  And I'm getting really annoyed by his groaning.
Fine!  Zombies groan!  but does he have to groan and talk at the same time?  How does that work?  He's like chatting away at the trees going "Ho-ho borfin dorfin, gaaaahrgh, de-ragudy, uuuohrg!"
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Re: Can the horrible werewolf walk be fixed?
« Reply #10 on: 2007 April 24, 12:08:44 »
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Yes, actually. In cases where zombies have been known to talk, they often groan: BRAAAAAAAIIIIIIIIIIINS!
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Re: Can the horrible werewolf walk be fixed?
« Reply #11 on: 2007 April 24, 12:31:10 »
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It's the "borfin dorfin" I'd like to get rid of.  Zombies should stick to "Braaaains!"  Even when talking to plants.
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Re: Can the horrible werewolf walk be fixed?
« Reply #12 on: 2007 April 24, 12:45:01 »
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As a walk, it's faster than the regular-walk, but as a run, it's slower than the regular run.

Which of course explains why the heroine has to trip over a tree root in the forest so that the shamblingly slow ab-human creature can catch her,   for the eating of brains.
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Re: Can the horrible werewolf walk be fixed?
« Reply #13 on: 2007 April 24, 13:47:29 »
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It's the "borfin dorfin" I'd like to get rid of.  Zombies should stick to "Braaaains!"  Even when talking to plants.

I would think that would make the plants turn into Cow Plants.
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Re: Can the horrible werewolf walk be fixed?
« Reply #14 on: 2007 April 24, 15:34:55 »
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It's the "borfin dorfin" I'd like to get rid of.  Zombies should stick to "Braaaains!"  Even when talking to plants.

I would think that would make the plants turn into Cow Plants.

Mine stick to "Cheese!" Somehow I think this would be less disturbing when talking to plants, but more disturbing to the cake-loving monster.
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Re: Can the horrible werewolf walk be fixed?
« Reply #15 on: 2007 April 25, 08:34:26 »
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Which of course explains why the heroine has to trip over a tree root in the forest so that the shamblingly slow ab-human creature can catch her,   for the eating of brains.
And here I thought it came from using Dex as a dump stat. Although what they were using instead, I can't imagine. They certainly didn't invest it in Int or Wis, and Str/Con/Cha seemed dubious at best.
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Re: Can the horrible werewolf walk be fixed?
« Reply #16 on: 2007 April 25, 22:35:35 »
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Just for those of you who were confused:

Dex=Dexterity
Int=Intellect
Wis=Wisdom
Str=Strength
Con=?
Cha=Charisma

I will not, however, tell you where these are from.
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Re: Can the horrible werewolf walk be fixed?
« Reply #17 on: 2007 April 25, 23:05:20 »
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Con=?

Con = Constitution.

I had to reread what Pescado said, cause when I read it last night it didn't even occur to me that he'd need translating... I think I'm a dork.  Lips sealed
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Re: Can the horrible werewolf walk be fixed?
« Reply #18 on: 2007 April 25, 23:08:05 »
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Ah.  That's right.

I haven't palyed in a while so it didn't come to me.
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myskaal
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Re: Can the horrible werewolf walk be fixed?
« Reply #19 on: 2007 April 26, 00:07:29 »
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Can also be replaced with Sta but only in rip-offs.
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Re: Can the horrible werewolf walk be fixed?
« Reply #20 on: 2007 April 26, 18:43:30 »
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Or just regular old Def.

But in some cases, Def is usually the end result of adding Arm on top of Con.  But not all.
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Tamha
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Re: Can the horrible werewolf walk be fixed?
« Reply #21 on: 2007 April 27, 00:16:25 »
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Just for those of you who were confused:

Dex=Dexterity
Int=Intellect
Wis=Wisdom
Str=Strength
Con=?
Cha=Charisma

I will not, however, tell you where these are from.

It occurs to me that if someone needed this translation, they wouldn't know what a "dump stat" is anyway, so what good does it do to translate the abbreviations?
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Re: Can the horrible werewolf walk be fixed?
« Reply #22 on: 2007 April 28, 15:31:48 »
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Back in the day when I played with this Game Which Must Not Be Named, the hapless heroine would have failed a save vs. paralyzation/poison, which was often used in various situations as a generic save.  Since she would probably have been a 0-Level NPC, this would have made her chances of falling on the root in question almost guaranteed.  Dex would not have been a factor, unless the DM was free-thinking and open-minded and allowed a Dex mod to the save.  I'm not really that old yet, am I?

As for the werewolf walking, I don't mind so much.  What is terribly disappointing is that they stop the wacky walk to go up or down stairs and such.  What the heck is up with that?  If they can walk normal on stairs, why not all the time?  I just think that if they must have an outrageous gait, then they should also have a unique way of negotiating stairs.  Personally, I would much rather see a fix for that than see them just walk like normals all the time, although I admit that just having it one way or the other would be preferable to the way it is now.  Zombies have the same problem, and it makes the game execution seem sort of unprofessional, incomplete, and lacking.  (I should just say half-assed)
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Re: Can the horrible werewolf walk be fixed?
« Reply #23 on: 2007 April 28, 15:45:13 »
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Back in the day when I played with this Game Which Must Not Be Named, the hapless heroine would have failed a save vs. paralyzation/poison, which was often used in various situations as a generic save.
I thought the traditional dexterity save, if you didn't go with a simple dex check, was Breath Weapon.
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Re: Can the horrible werewolf walk be fixed?
« Reply #24 on: 2007 April 29, 20:19:18 »
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I thought the traditional dexterity save, if you didn't go with a simple dex check, was Breath Weapon.

I'm sure this could be, or at least it could be argued, in which case it would make the falling even more likely.  I don't remember using 'breath weapon' in such a way, but then again I don't remember much from the '70-80's with any clarity.  I think we used the 'paralyzation/poison' save as generic because it was easiest to roll.  Back then, everyone seemed to have their own ways of doing things, and 'house rules' were the 'rule of the day'.

Just to stay on topic, I think that somewhere, someone, a long time ago made a fix for the Uni-walk that a lot of people hated.  It might have been on MTS2, but I'm not sure because it did not interest me.  It might be worth it to check.
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