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DOG COMPANIONs VER 2.0

featuring Cait's dog models
 
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Requires: Bloodmoon
 
Dialog, plugin creation: by Emma 

Companion scripts: by Grumpy 

Models: by Cait

Site: http://lovkullen.net/Emma/index.htm

Forum: http://rethan-manor.net/phpBB2/index.php?c=9

Contact e-mail: emma@lovkullen.net, emma9158@hotmail.com

NOTE: The current version of this mod may be found at: http://lovkullen.net/Emma/index.htm, http://rethan-manor.net/phpBB2/index.php?c=9 and http://www.elricm.com/nuke/html/index.php. If you have received this program from any other source it may not be the latest version.

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This is a new and very much improved version on Grumpy's and mine old Dog Companions mod, using the same scripts as for Wolf Companion ver 3.0  
 
A problem with previously existing dog companions is that they tend to shake their heads all the time when in follow-mode. 

In this mod, that problem has been fully resolved!!
 
Cait decided that she wanted to upgrade her dog models in order to make them better companions. Here, you can see the result for yourself. 


- Emma
 


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Outside The Scar in Ald'ruhn, you will find a darkelf who has four different dogs for sale - a husky, a rottweiler and two dalmatians, all made by Cait. You can buy as many as you wish of them.
 
Each one of the dogs are using the same companion script as Wolf Companion Spot, with a warping system based on Grumpy's final companion script (Beryl, Constance), with fighting options and with "command rings" that will instantly warp the dog to the player and bring him out of combat mode. (Very useful if the dog get stuck at a stair, as dogs don't have any animation for climbing stairs. Also very useful if the dog remains in fighting mode after a combat and therefore refuses to follow you). If you are separated from your dog, you can use the ring to recall it to you, provided that you are in an exterior cell. Once you have boght a dog, its command ring will be automatically added to your inventory if it isn't there (i.e. you can never lose it).

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! 
 
The dogs know a few tricks, and if you give them rat-meat, you can make them bow, sit, heel, lay down or howl.
 
The dogs can be ordered to stay outside each time you enter an interior.

If you should still happen to lose track of your dog companion, just go the dog seller in Ald'ruhn or go to Seyda Neen and talk to Eldafire (she's walking around in the center area). They will know where you can find him. 

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 the and comment on them when they are in following mode.

No companion sharing (where would they put things??).
 
If you levitate, the dog will be there when you get back.
 
They swim...  Sort of.  There isn't any animation for swimming included, so they "walk" when underwater.  :/
 
Others:
 
Simple commands in dialog.
You can heal the dogs with healing potions if you have them in the inventory.
 
They level (sort of). Their attributes will be set to match your level on initial meeting.  After that a check will be made every time you sleep to adjust stats. This happens automatically.  No message boxes.
 
Health % can be determined via dialog.
 
 

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INSTALLATION
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Alternative A:

Unzip the files to your data files directory. Go to Ald'ruhn. 

Alternative B - manual installation in less than a minute:

Since a long time back, I never worry about how mods have been packed or zipped and where and how they should be extracted. I have found that this strategy prevents all problems, and seems to be foolproof (please correct me if I am wrong): 


a) Create a subfolder on your desktop. 

b) Unzip the mod to the sub-folder. 

c) Doubleclick on the sub-folder. 
Inside, you will find one meshes folder, one textures folder, one icons folder and an esp-file. 
Take the meshes folder and DROP it into your Morrowind datafiles directory. It will automatically MERGE with your existing meshes folder (which will guarantee that all meshes ends up at the exactly correct places). You will get a message concerning this from the computer, say OK. 
Now, take the textures folder and DROP it into you Morrowind datafiles directory. 
Now, do the same with the Icons folder. 
Finally, place the esp-file in your Morrowind datafiles directory. 


That's all. You are ready to play your new mod.

 

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Credits:
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Cait - creator of the dogs that are used in this mod, and also creator of so many other wonderful animal models! Her website: http://www.caitsith.it

CdCooley and Peter - who have helped me to optimize my layman creature-versions of Grumpy's scripts.
 
Devlor, Vorwoda, Reznod, TheOtherFelix - for work and/or ideas on companion mods and companion scripting.
 
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.
 
(Appologies to anybody missed.)


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USAGE
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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, http://rethan-manor.net/phpBB2/index.php?c=9, and I'll try to guide you.
Please also remove the dog_flw global variables from your script!!

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REDISTRIBUTION
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The main home of this mod is on my site, http://lovkullen.net/Emma/index.htm, and my forums, http://rethan-manor.net/phpBB2/index.php?c=9 
You should also find the mod at Elric Melnibone's site, http://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




*) Grumpy sadly passed away on June 17th 2005. RIP, dearest modding-companion and soul-mate. You will never be forgotten.
 
 

 
 
 
