Post by Emma on Aug 23, 2010 6:55:53 GMT
Requires: Bloodmoon
Screenshots
Download
Before Grumpy passed away on June 17th 2005, we had together decided that I should make an upgrade of our Wolf Companion Spot. The upgrade is now completed, and here you will find ver 3.0. As in previous versions, three esp-files are included - one will give you a black wolf, one a white wolf and one a red wolf. But, the wolves are not compatible - you have to choose one of the esps.
I want to give my special thanks to CdCooley and Peter, who have helped me to optimize my layman creature-versions of Grumpy's scripts.
Also many thanks to DinkumThinkum and Torch for valuable suggestions.
And many, many thanks to each and everyone in the MW-community for the support and encouragement you have provided during the time after Grumpy's departure, and for the heartwarming words in his memorial thread; it has been very much appreciated.
- Emma
WHAT'S NEW IN VER 3.0-3.1?
ver 3.0:
a) New warp system - based on the warping in Constance- and Beryl mod.
B) The command ring will now also make it possible for you to make Spot travel to you (teleport) if you have been separated. Just put it on your finger, and he will come to you, even if you are in Balmora and he in Seyda Neen (does NOT work in interiors or in Mournhold - if you want to use this utility in Mournhold, please follow the instructions in the Spot warpscript). You can still also get him back by talking to Eldafire in Seyda Neen.
c) Due to the many incompatibility issues with various clones of previous Spot, the dialog has been completely remade.
d) Fixed a missing dialog entry for health potions
e) Extended interaction with other npcs. All children in Morrowind, as well as certain other npcs (above all the MW_family, Constance, Laura, Lokken companions, Lost Heir companions, Witchgirl companions) will notice Spot and comment on him when he is in following mode.
ver 3.1:
a) Added combat options in order to improve Spot's fighting style. You can now choose if you want him to always warp to you (which means he will also warp to you during combat), or if you want him not to warp when you have your weapon drawn or a spell readied (which can be a better options for those who fight with targeted spells or marksman weapons). Npc-companions are set up not to warp when they have their own weapon drawn or spell readied, but for obvious reasons, this won't work with a creature like Spot.
VERSION HISTORY - VER 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.
INSTALLATION
This does not install! Only one file you need to be concerned with and that's the .esp-file; you'll have to choose if you want Wolf companion to be red, white or black. Extract the .zip to a temporary folder and place one of the .esp files manually, or merely drag/drop the .esp file from your zip program window into your "C:\Program Files\Bethesda Softworks\Morrowind\Data Files" folder. Make sure it's selected in the "Data Files" window of the splash screen on game start up.
UPGRADING
I'm sorry. You cannot upgrade to this version. I have completely remade the dialog, as there were today so many incompatibility issues with Spot and various clones of him. So, in fact this is a "new" wolf, and you'll have to go an pick him up in Seyda Neen (and yes, you should be able to have this mod and one wolfcompanion 2.1 running at the same time, if you like to).
USAGE
According to Grumpy's wishes, mods based on his scripting may be used as a template to rework and tinker on. So, feel free to use this mod as a base for your own creature companions.
One thing is important, though: please make new dialog lines for your creature!! If you just take the dialog lines from this mod and filter them for your creature companion, then your dialog will override Spot's dialog, and players won't be able to use Spot together with your mod. If you don't know how to deal with this, you are welcome to post in my forum, rethan-manor.net/phpBB2/index.php?c=9, and I'll try to guide you.
Please also remove the Spot_flw global variable from your script!
REDISTRIBUTION
The main home of this mod is on my site, lovkullen.net/Emma/index.htm, and my forums, rethan-manor.net/phpBB2/index.php?c=9
You should also find the mod at Elric Melnibone's site, www.elricm.com/nuke/htm/index.php
Should something happen so that the mod is no longer available on the net, I do want you to contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Morrowind download sites. Please send me an e-mail or PM to notify on this!
- Emma
Below, you'll find Grumpy's original readme. The first caveat has been sorted out with this version, but I still left it in it's original state.
README from ver 1 - by Grumpy
This adds a wolf to the game (bet you'ld have never guessed that if I hadn't told you (Hey, it was something to do on a rainy Saturday, OK? Give me a break.)).
Find this critter 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).
Caveats:
If you've ever used a companion that "warped" then you know that they... well... warp. Ran into a small problem with this guy. On a regular NPC companion, a "GetWeaponDrawn" function is used to keep these companions from warping during combat, and as far as I know, that's the only way to shut the warping off (there's another, but I don't like it). Surprise, surprise! Wolves don't use weapons, so I have no way of terminating the "warping" during combat. Upshot is that if you like to do any kind of ranged (bow, throwing stuff) "sporting", what you'll see is this critter go into attack mode, charge the target, and depending on the distance, maybe make it there and get the kill and quickly warp, or maybe not make it there at all before he warps.
Had to make a determination of whether or not to use warping or not at this point. I decided to use it. Seems to me that having the critter follow better is better than the alternative.
No companion sharing (only one place for him to store stuff and I doubt he'ld like you very much if you tried that ).
If you levitate, he will be there when you get back.
He swims... Sort of. They didn't include an animation for swimming, so he "walks" when underwater.
Others:
Simple commands in dialog.
You can heal Spot with healing potions if you have them in the inventory.
He's got da dynamic speed boost, so he should be able to keep up with you pretty good no matter what your speed.
He levels (sort of). His stats will be set at your initial meeting. After that a check will be made everytime you sleep to adjust stats. Stats that get adjusted are health, endurance, and strength. This happens automatically. No message boxes.
Health % can be determined via dialog.
He's got some pretty good stats (health, etc.), so he shouldn't be dying all of the time (might be too good for some).
Credits:
Many thanks to many people who have helped me get some of this companion stuff off of the ground over the last year. Not in any particular order:
Emma
Devlor
Vorwoda
Reznod
GahnBuriGahn for his "Scripting for Dummies.
Ulfgier for the original Jessica mod (many of us started from this one).
Bunch of others on the CS forum who have answered questions, not only for me, but others as well.
(Appologies to anybody I missed.)
Enjoy
Dennis
aka Grumpy
Screenshots
Download
Before Grumpy passed away on June 17th 2005, we had together decided that I should make an upgrade of our Wolf Companion Spot. The upgrade is now completed, and here you will find ver 3.0. As in previous versions, three esp-files are included - one will give you a black wolf, one a white wolf and one a red wolf. But, the wolves are not compatible - you have to choose one of the esps.
I want to give my special thanks to CdCooley and Peter, who have helped me to optimize my layman creature-versions of Grumpy's scripts.
Also many thanks to DinkumThinkum and Torch for valuable suggestions.
And many, many thanks to each and everyone in the MW-community for the support and encouragement you have provided during the time after Grumpy's departure, and for the heartwarming words in his memorial thread; it has been very much appreciated.
- Emma
WHAT'S NEW IN VER 3.0-3.1?
ver 3.0:
a) New warp system - based on the warping in Constance- and Beryl mod.
B) The command ring will now also make it possible for you to make Spot travel to you (teleport) if you have been separated. Just put it on your finger, and he will come to you, even if you are in Balmora and he in Seyda Neen (does NOT work in interiors or in Mournhold - if you want to use this utility in Mournhold, please follow the instructions in the Spot warpscript). You can still also get him back by talking to Eldafire in Seyda Neen.
c) Due to the many incompatibility issues with various clones of previous Spot, the dialog has been completely remade.
d) Fixed a missing dialog entry for health potions
e) Extended interaction with other npcs. All children in Morrowind, as well as certain other npcs (above all the MW_family, Constance, Laura, Lokken companions, Lost Heir companions, Witchgirl companions) will notice Spot and comment on him when he is in following mode.
ver 3.1:
a) Added combat options in order to improve Spot's fighting style. You can now choose if you want him to always warp to you (which means he will also warp to you during combat), or if you want him not to warp when you have your weapon drawn or a spell readied (which can be a better options for those who fight with targeted spells or marksman weapons). Npc-companions are set up not to warp when they have their own weapon drawn or spell readied, but for obvious reasons, this won't work with a creature like Spot.
VERSION HISTORY - VER 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.
INSTALLATION
This does not install! Only one file you need to be concerned with and that's the .esp-file; you'll have to choose if you want Wolf companion to be red, white or black. Extract the .zip to a temporary folder and place one of the .esp files manually, or merely drag/drop the .esp file from your zip program window into your "C:\Program Files\Bethesda Softworks\Morrowind\Data Files" folder. Make sure it's selected in the "Data Files" window of the splash screen on game start up.
UPGRADING
I'm sorry. You cannot upgrade to this version. I have completely remade the dialog, as there were today so many incompatibility issues with Spot and various clones of him. So, in fact this is a "new" wolf, and you'll have to go an pick him up in Seyda Neen (and yes, you should be able to have this mod and one wolfcompanion 2.1 running at the same time, if you like to).
USAGE
According to Grumpy's wishes, mods based on his scripting may be used as a template to rework and tinker on. So, feel free to use this mod as a base for your own creature companions.
One thing is important, though: please make new dialog lines for your creature!! If you just take the dialog lines from this mod and filter them for your creature companion, then your dialog will override Spot's dialog, and players won't be able to use Spot together with your mod. If you don't know how to deal with this, you are welcome to post in my forum, rethan-manor.net/phpBB2/index.php?c=9, and I'll try to guide you.
Please also remove the Spot_flw global variable from your script!
REDISTRIBUTION
The main home of this mod is on my site, lovkullen.net/Emma/index.htm, and my forums, rethan-manor.net/phpBB2/index.php?c=9
You should also find the mod at Elric Melnibone's site, www.elricm.com/nuke/htm/index.php
Should something happen so that the mod is no longer available on the net, I do want you to contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Morrowind download sites. Please send me an e-mail or PM to notify on this!
- Emma
Below, you'll find Grumpy's original readme. The first caveat has been sorted out with this version, but I still left it in it's original state.
README from ver 1 - by Grumpy
This adds a wolf to the game (bet you'ld have never guessed that if I hadn't told you (Hey, it was something to do on a rainy Saturday, OK? Give me a break.)).
Find this critter 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).
Caveats:
If you've ever used a companion that "warped" then you know that they... well... warp. Ran into a small problem with this guy. On a regular NPC companion, a "GetWeaponDrawn" function is used to keep these companions from warping during combat, and as far as I know, that's the only way to shut the warping off (there's another, but I don't like it). Surprise, surprise! Wolves don't use weapons, so I have no way of terminating the "warping" during combat. Upshot is that if you like to do any kind of ranged (bow, throwing stuff) "sporting", what you'll see is this critter go into attack mode, charge the target, and depending on the distance, maybe make it there and get the kill and quickly warp, or maybe not make it there at all before he warps.
Had to make a determination of whether or not to use warping or not at this point. I decided to use it. Seems to me that having the critter follow better is better than the alternative.
No companion sharing (only one place for him to store stuff and I doubt he'ld like you very much if you tried that ).
If you levitate, he will be there when you get back.
He swims... Sort of. They didn't include an animation for swimming, so he "walks" when underwater.
Others:
Simple commands in dialog.
You can heal Spot with healing potions if you have them in the inventory.
He's got da dynamic speed boost, so he should be able to keep up with you pretty good no matter what your speed.
He levels (sort of). His stats will be set at your initial meeting. After that a check will be made everytime you sleep to adjust stats. Stats that get adjusted are health, endurance, and strength. This happens automatically. No message boxes.
Health % can be determined via dialog.
He's got some pretty good stats (health, etc.), so he shouldn't be dying all of the time (might be too good for some).
Credits:
Many thanks to many people who have helped me get some of this companion stuff off of the ground over the last year. Not in any particular order:
Emma
Devlor
Vorwoda
Reznod
GahnBuriGahn for his "Scripting for Dummies.
Ulfgier for the original Jessica mod (many of us started from this one).
Bunch of others on the CS forum who have answered questions, not only for me, but others as well.
(Appologies to anybody I missed.)
Enjoy
Dennis
aka Grumpy