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Smarter Canines - Possible?


eksynn

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what i'm looking for is pretty specific...

- dogs become automatically silent while i'm sneaking (no panting or barking) - this really breaks concentration sometimes lol

- less idle barking, but still normal idle panting - i don't mind them barking every now and then, but all the time gets on my nerves. i still don't have it in me, though, to kill a virtual animal xD

- bark a lot when near loot/interesting stuffs/harvestables (say, 50% chance of barking when near harvestables/minable rocks) - kind of like the dog's behaviour in 'Fable III'. is this even possible?

- bark (loudly?) from a distance so i know where they are / they're being left behind - sometimes my horse is too fast for the poor creature...


as an addition, this would also be cool to have:

- 4 (or 6) lesser powers to make a set, each giving a different order to your dog, through whistling

. come closer / heel

. sit still and don't attack - resets if they leave draw distance, which makes them run towards you and sit again, or...

. sit still and don't attack - resets after 24 in-game hours (the dog's gotta eat some time, right?)

. be completely silent - for 2 minutes, or...

. be completely silent - until i whistle again.

. attack target under reticle

alternatively, instead of super-whistling powers, add a flute/pipe object that you can use (and thus be add-able to the favourites menu), and it would give you a menu once used, giving you each one of these options.


thanks whomever in advance!

could i also be told if any of this isn't possible? (preferably by people who know for a fact that it isn't possible).. i've seen some pretty amazing things be done, through scripts or other means...


discuss the idea, if you wish ^ ^


PS, i know about Silent dogs and Quieter Dogs, but neither mods does what i hoped they did...


edit: grammar/eaten words xD

Edited by eksynn
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...also, probably unrelated, but is it possible to make NPCs react to opened/unlocked containers and doors, and missing items?

 

edit, ah.. i should probably make a new post about this lol - doing that now.

edit², did it. it's over here now.

Edited by eksynn
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  • 4 years later...

I'm interested. I'm still learning about modding, and was surprised to find out that the decisions to play sounds were entirely made in the animation files. I'd prefer a way to control the mood of a dog with more environmental feedback. How would one go about this? How are the animations themselves chosen depending on the circumstances?

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