Nice work! Except that too weak mutation in comparison with Weredigle form. (Weredigle have more bonuses to stats.) Remade itself into a permanent and switchable mutations.
Uh oh... I found another issue. In this mod there are a number of "sneaky spells/skills" that were made in order to use an ability in more than one form. Example: Code: <ability name="Seize Victim" icon="skills/seizeenemy_64.png" skill="54" level="3" polymorphedOnly="1" polymorphTag="Batty"> <description text="You gain the ability to quickly overwhelm an unsuspecting victim while in batty form. Flesh creatures are absorbed while the rest are just crushed." /> <spell name="Seize Victim" /> </ability> <ability name="Seize Victim" icon="skills/seizeenemy_64.png" skill="54" level="3" polymorphedOnly="1" polymorphTag="Diggle"> <description text="You gain the ability to quickly overwhelm an unsuspecting victim while in diggle form. Flesh creatures are absorbed while the rest are just crushed." /> <spell name="Seize Victim" /> </ability> <ability name="Seize Victim" icon="skills/seizeenemy_64.png" skill="54" level="3" polymorphedOnly="1" polymorphTag="Evil Magic Potato"> <description text="You gain the ability to quickly overwhelm a victim while transformed into something else. Flesh creatures are absorbed while the rest are just crushed." /> <spell name="Seize Victim" /> </ability> <ability name="Seize Victim" icon="skills/seizeenemy_64.png" skill="54" level="3"> <description text="You gain the ability to quickly overwhelm a victim while transformed into something else. Flesh creatures are absorbed while the rest are just crushed." /> <playerHitEffectBuff percentage="25" name="Greater Sprout" /> </ability> First one can only be used in Batty form, second one in Diggle form, third one in Horrid Thing form and the last one was made to add the Greater Sprout... the description in there is the main description shown in the skill tome. The newest Update/DLC renders this useless. I don't think I can do anything to fix this. I would have to change most of it into something entirely different.
The "sneaky" spells in the scripts I mentioned. They no longer work. It's like the last one replaces/overwrites the ones with the same name. Before the update/DLC, all 4 spells with the same name used to run at the same time.
There's an easy workaround: add a space at the end of the 2nd version's name, and 2 spaces at the end of the 3rd version's name, and so on. That way they have technically different names, but the player never sees it.
Hmm... I hope that fixes it. I'll try it at home, after work. The other issue is with the polymorph and coldown not working anymore. It just stays there stuck for some reason. Sounds like it's also an issue with the new patch/dlc...
That is, but it's another easy fix: re-add the skill to the skillbar right in the same slot it's already in. That fixes the locked cooldown thing.
Someone mentioned that in the Steam thread about this mod. It does work but it seems a permanent fix for this depends on the next patch.
The same way as for some other things. And hey, since now you have a solution that works with the current version, you can make this mod stand on its tentacles once again.