Sounds good, but not going for the conflict with Combat Tweaks ATM.
Big problem might be extra companions during dialog scenes. Using zz_addparty creates some oddities; either the camera swings way outside the area for the extra's dialog, or two characters can be standing in the same spot. Probably take adding unique placement for all characters in all the scenes
Extra Dog Slot
Started by
Site Bot
, Jan 27 2010 02:11 AM
510 replies to this topic
#41
Posted 28 January 2010 - 06:29 AM
#42
Posted 28 January 2010 - 07:04 AM
Everything if worked correctly for me, but I didnt use any summon spells. An idea: can we get a better icon for this great mod?
))
#43
Posted 28 January 2010 - 07:45 AM
1.1 is out.
- Checks for dog automatically when entering the fade and removes, to avoid leaving him there (seems to be unrecoverable)
- Added a new party verification check when entering new areas. Hopefully will resolve most area transition bugs.
- Removed the whistle checks from Ostagar starting with the first K-Wilds map. Human nobles will be able to use the dog earlier than other classes.
Todo:
- Resolve Combat Tweaks incompatibility (at a min, I will remove the annoying message for the ABI_base checks).
- Add recovery code to the enter camp event, in case the dog is accidently destroyed/lost for whatever reason.
Notes: If you "lost" your dog in version 1.0, either in the fade or some sort of pocket dimension mod, I'm affraid you will have to reload a save game where he is still alive to recover him.
- Checks for dog automatically when entering the fade and removes, to avoid leaving him there (seems to be unrecoverable)
- Added a new party verification check when entering new areas. Hopefully will resolve most area transition bugs.
- Removed the whistle checks from Ostagar starting with the first K-Wilds map. Human nobles will be able to use the dog earlier than other classes.
Todo:
- Resolve Combat Tweaks incompatibility (at a min, I will remove the annoying message for the ABI_base checks).
- Add recovery code to the enter camp event, in case the dog is accidently destroyed/lost for whatever reason.
Notes: If you "lost" your dog in version 1.0, either in the fade or some sort of pocket dimension mod, I'm affraid you will have to reload a save game where he is still alive to recover him.
#44
Posted 28 January 2010 - 10:08 AM
Thank you so much for this file, it was exactly what I wanted.
And thank you so much more for the update. I went into full blown panic thinking I'd lost my precious pup for good. But he's back~
Thank you~
<33
And thank you so much more for the update. I went into full blown panic thinking I'd lost my precious pup for good. But he's back~
Thank you~
<33
#45
Posted 28 January 2010 - 10:48 AM
@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... =(
It happens when I blow the whistle. As long as I do it in plenty of space it works fine, it's just in tight spaces.
#46
Posted 28 January 2010 - 04:49 PM
I like this mod a lot. Its one of the best but i did find a bug in it though. After i got to the Pearl and choose a companion went to the cut scene and then after that Poofffff dog was out of party and chilin in the room i just had fun it. Any way to fix that? I tried deactivating the mod and reloaded and everything but hes still in the room and i cant get him back in my party even tried going to party camp, he's not selectable. Any help would be appreciated, ty.
#47
Posted 28 January 2010 - 07:07 PM
This mod sounds grat, but it doesn't work for me... However; I only unziped the file in a standard unzipsoftware and placed the file in the override foler (as I have done with all my other mods).
Do I have to use a specific unzipsoftware or installer on this?
A manual on the mod-description would be great.
Again; This really sounds great. I have always wanted to have the dog with me (as would feel natural), but with only three free spots it is very hard to find room.
Do I have to use a specific unzipsoftware or installer on this?
A manual on the mod-description would be great.
Again; This really sounds great. I have always wanted to have the dog with me (as would feel natural), but with only three free spots it is very hard to find room.
Edited by p1ayer, 28 January 2010 - 07:07 PM.
#48
Posted 28 January 2010 - 07:14 PM
@p1ayer
it is a .dazip file. don't unzip this file! install a .dazip file with the ../bin_ship/DAUpdater.exe .
it is a .dazip file. don't unzip this file! install a .dazip file with the ../bin_ship/DAUpdater.exe .
#49
Posted 28 January 2010 - 08:18 PM
@Nasinator : I am unfamiliar with this the pearl scene. Was this a quest? I will try to replicate, but I need to know what you were doing. If the dog is completely gone from the party (IE: When leaving camp, he no longer shows up on the selectable NPCs screen), then you will probably have to reload to a save game prior to losing the dog. Also, what version were you playing with? 1.0 or 1.1?
@p1ayer : The nexus has a "View Readme" link on the main page for most files mods. I describe how to install/uninstall in detail there.
@p1ayer : The nexus has a "View Readme" link on the main page for most files mods. I describe how to install/uninstall in detail there.
#50
Posted 28 January 2010 - 09:42 PM
To ebeneezersquid: the fact that you cannot name your dog is normally not due to a mod but to the latest patch, there was a tread about this on Nexus Forum. Openy our latest saved game with the toolset and try to rename it from there, it's not that hard, go to party members or something like that (your dog has to be in your party), then look for a number, something like 334867:dog. The rename the "dog" name.



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