Post by Emma on Aug 23, 2010 6:56:42 GMT
Wolf Companion ver 2.1 - By Grumpy and Emma
Please note that a newer version 3 is now available. I however left this version online as well, as the wolves in fact are compatible and both mods can be used together
REQUIRES BLOODMOON!
Download here
This adds a wolf to the game. You'll find him outside of Seyda Neen. If you take the main path from Seyda Neen to Peligad, a ways past the siltstrider, you'll come to a fork in the road with a signpost that has several directions on it. Take the path to Ebonheart (fork to the right if leaving Seyda Neen). Go a short distance and you'll see a corpse with a note and a wolf standing next to it (don't worry, he won't bite you).
New in version 2.0-2.1:
Ver 2.0
a) Wolf companion Spot now has a "command ring" that will instantly warp him to the player and bring him out of combat mode. (Very useful if Spot get stuck at a stair, as wolves don't have any animation for climbing stairs. Also very useful if Spot remains in fighting mode after a combat and therefore refuses to follow you)
b) Three different looks - you can now choose if you want your wolf companion to be red, black or white. Three esp-files have been included in the zip-file, one for each color (the esps are NOT compatible - you can only use one Spot at the time).
c) Spot has learnt a few new tricks. If you give him rat-meat, you can make him play dead, sit, lay down or howl.
d) Spot can now be ordered to stay outside each time you enter an interior.
e) an animation that were used when Spot was in wander mode has been removed, in order to prevent him from odd behaviour (not walking, just warping) when joining you again.
f) Tribunal dependancy has been removed.
Ver 2.1
g) The command ring will now be automatically added to your inventory if it isn't there (i.e. you can never lose it).
h) If you happen to lose track of your wolf companion, just go to Seyda Neen and talk to Eldafire (she's walking around in the center area) and she will know where you can find him.
Please read readmefile for further information.
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Is there a way to load the wolf through the console when they're seperated from each other? My character is a mage, so I teleport often and am always loosing Spot. I want him to come with
Alas, there is a really bad side effect with the placeatpc solution.
As Princess_Stomper points out, you will get Spot #2 and not the original.
Spot has a companion script attached to him. This script will only work correctly for Spot #1, and also the command ring and the teleport-to-Seyda-Neen (talk to Eldafire) option that I have added will also only work correctly on Spot #1.
So, even if the thought of using Placeatpc is correct, it's not a good solution in this case.
There isn't any real teleport option available in the current version of Spot. The best solution I can recommend would be my VTA Travel Agency. With this mod you can fast-travel from any place and to +40 destinations in Morrowind Solstheim and Mournhold (you summon a travel agent that will take you and Spot there).
Also, if you leave Spot behind, you can always get him back by talking to Eldafire in SeydaNeen - then he will always show up in the trade house.
Quote from Princess Stomper:
I haven't tried this, but the logical way would be to create numerous clones of your wolf when you teleport.
In other words, you open the console and type "placeatpc "ID_name_of_spot" 1,1,1
This creates a Spot #2. You get to play with this one until you want to teleport back to the old one. You could either... ahem... send him on ahead by clicking "disable" in the console and going back to Spot #1 (Spot #2 would then disappear), or keep them both in existence and just role-play that it's the same one.
Any other ideas?
Please note that a newer version 3 is now available. I however left this version online as well, as the wolves in fact are compatible and both mods can be used together
REQUIRES BLOODMOON!
Download here
This adds a wolf to the game. You'll find him outside of Seyda Neen. If you take the main path from Seyda Neen to Peligad, a ways past the siltstrider, you'll come to a fork in the road with a signpost that has several directions on it. Take the path to Ebonheart (fork to the right if leaving Seyda Neen). Go a short distance and you'll see a corpse with a note and a wolf standing next to it (don't worry, he won't bite you).
New in version 2.0-2.1:
Ver 2.0
a) Wolf companion Spot now has a "command ring" that will instantly warp him to the player and bring him out of combat mode. (Very useful if Spot get stuck at a stair, as wolves don't have any animation for climbing stairs. Also very useful if Spot remains in fighting mode after a combat and therefore refuses to follow you)
b) Three different looks - you can now choose if you want your wolf companion to be red, black or white. Three esp-files have been included in the zip-file, one for each color (the esps are NOT compatible - you can only use one Spot at the time).
c) Spot has learnt a few new tricks. If you give him rat-meat, you can make him play dead, sit, lay down or howl.
d) Spot can now be ordered to stay outside each time you enter an interior.
e) an animation that were used when Spot was in wander mode has been removed, in order to prevent him from odd behaviour (not walking, just warping) when joining you again.
f) Tribunal dependancy has been removed.
Ver 2.1
g) The command ring will now be automatically added to your inventory if it isn't there (i.e. you can never lose it).
h) If you happen to lose track of your wolf companion, just go to Seyda Neen and talk to Eldafire (she's walking around in the center area) and she will know where you can find him.
Please read readmefile for further information.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
minty said:
Is there a way to load the wolf through the console when they're seperated from each other? My character is a mage, so I teleport often and am always loosing Spot. I want him to come with
Alas, there is a really bad side effect with the placeatpc solution.
As Princess_Stomper points out, you will get Spot #2 and not the original.
Spot has a companion script attached to him. This script will only work correctly for Spot #1, and also the command ring and the teleport-to-Seyda-Neen (talk to Eldafire) option that I have added will also only work correctly on Spot #1.
So, even if the thought of using Placeatpc is correct, it's not a good solution in this case.
There isn't any real teleport option available in the current version of Spot. The best solution I can recommend would be my VTA Travel Agency. With this mod you can fast-travel from any place and to +40 destinations in Morrowind Solstheim and Mournhold (you summon a travel agent that will take you and Spot there).
Also, if you leave Spot behind, you can always get him back by talking to Eldafire in SeydaNeen - then he will always show up in the trade house.
Quote from Princess Stomper:
I haven't tried this, but the logical way would be to create numerous clones of your wolf when you teleport.
In other words, you open the console and type "placeatpc "ID_name_of_spot" 1,1,1
This creates a Spot #2. You get to play with this one until you want to teleport back to the old one. You could either... ahem... send him on ahead by clicking "disable" in the console and going back to Spot #1 (Spot #2 would then disappear), or keep them both in existence and just role-play that it's the same one.
Any other ideas?