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Extra Dog Slot


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#31
Arcadiast

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forgive me if i say "about fudging time" :)

Dog was always an issue for me. Somehow i liked him but the constant barking was getting on my nerves.

He will still bark but now i will be much more fond of it.

Thanks!

#32
Akinari

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Thank Youuuuuu!!!! perfect idea (:

#33
darkness1x1

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great mod but it has some conflicts with the other summon mods ,for example, ranger summons and es learned forms other than those issues its damn good

#34
hermy12

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This man has just solved the dilemma which involved no one using Dog after a certain point in Loithering or even before.

Yessss, well done.

#35
sunsi

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Thanks, Dheuster, for all the hard work and time you've put into this fantastic mod I love the idea of having my pet along on all my adventures. Getting ready to install now! w00t!

#36
Shamikka

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Yay!! Thanx so much for this, I'm excited to have my puppy with me all the time ;)) I'll be back to endorse when time is up

~Shamikka~

#37
Teraki

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Great job and definitely gonna get my endorsement when I can.

#38
Dheuster

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@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. =)

#39
Brandzerker

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Cool mod, just wanted to let you know it conflicts with the combat tweaks mod, specifically the ABI_Base_tweaks.GDA file in the override folder.

#40
Aetavicus

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It seems that this mod conflicts with Combat Tweaks to some degree. I have not seen any issues yet but the constant popup sure is annoying @_@ Would be nice if you make it fully compatible.

Edited by Aetavicus, 28 January 2010 - 04:10 AM.





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