@jujdred : The dog is not a summon. He is a party member and I have "linked" one of the summon portrait slots to him so you can see his stats during combat. So for example, if the game engine checks the pc for summoned companions, it wont return any. Neither will the game recognize the dog as a summoned companion. For this reason, I had to clobber the summon spells to take the dogs presence into account. While I was in there, I went ahead and changed the properties on summoned companions
so that they persist between loads. In other words, you may not need the persistent summons mod
with mine.. but I have never used that mod, so I dont know what other cool things he might do that I dont.
@Dokar : Never seen the "k" issue. I will will keep a look out for it though. I dont edit any existing dialogs or game strings.
@AlienSlof : Is this happening when you blow the whistle or when you are moving between areas? If it is the whistle, the "run up to the pc from camp" effect was intentional. Unfortunately, the game function GetSafeLocation() doesn't always work... =(
@MichaeI : It could be done, but it would make the game slow and unbalanced because of the polys on the screen and AI. If someone was going to increase the number of companions, they would also need to make the battles harder... I am sure someone will make that mod, but it probably wont be me. =)