theycallmecheese Posted August 31, 2006 Share Posted August 31, 2006 I have virtually no experience in modding and jumped into Oblivion modding just because I really wanted a wolf pet in the game and all the wolf pet mods I've found either don't work, are really f#cking stupid (a teleport command?) or have every creature imaginable except the wolf ("Cheydinhal Petshop" I'm staring directly at you).Anyway, I've decided to make my own minimalist wolf-pet-mod for oblivion with what little knowledge I have. So far, I have managed to create a new creature (named Fenrir) from the standard wolf, re-texture it so it's white with blue eyes, give it its own faction so it would stop attacking every living thing in the game AND got it to follow me about tamriel after %&$!ing with the AI packages for a few hours. That's 3/4 issues covered. I simply cannot for the friggin' life of me, however, get this thing to change cells with me. It just waits outside every time I enter a building/town/anything.Curiosity: I set Fenrir down inside my Bruma house to see what he would do when already inside. He didn't seem to recognize me when I walked in. I fast-travel to a non-interior location about tamriel, however, and he suddenly pops up by my side and follows me about. I went back to Bruma and he waited at the point from which I traveled. Simply entering Bruma and exiting did not make him arrive. I had to fast travel to my own location to get him over there. I suck. Please help. Thanks. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted August 31, 2006 Share Posted August 31, 2006 Unfortunately I can't help with that, but there is a reason for this post. I would highly recommend puting in a command to make the wolf teleport to your side. Having companions causes all sorts of problems, including (but not limited to) your wolf falling off a cliff, or into a pool of lava. Your wolf getting stuck in nature. It can't jump, so may not be able to free itself if it gets stuck. Your wolf getting killed by a bunch of nasty enemies, and the area being too dangerous to go back for it (you are making it revivable, right?) Your wolf going crazy and attacking townspeopleyour wolf zealously charging an enemy you are trying to escape from (and geting itself killed) All of these nasty situations, and many more i haven't thought of, can be remedied bay having a spell, or item that allows you to teleport the wolf to your side. Just a thought WarKirby PS: Will you be uploading this mod? I'd love a white wolf! Link to comment Share on other sites More sharing options...
theycallmecheese Posted August 31, 2006 Author Share Posted August 31, 2006 Yeah, but CALLING it "teleport" just kills it for me. I'll have to call it something else. If I can ever get the damn thing to work, yes, I'll be uploading it. Here's what he looks like in-game. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted August 31, 2006 Share Posted August 31, 2006 Call the command 'C'mere boy\girl' Warkirby Link to comment Share on other sites More sharing options...
GBHis Posted August 31, 2006 Share Posted August 31, 2006 Well, you could call it "Come, Fenrir! Come to daddy!" and have it spawn the wolf 7-800 points away. That would look nice :) Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 31, 2006 Share Posted August 31, 2006 With the thing about the wolf not changing cells. I've noticed similar happenings with one of my mods. To my knowledge there isn't any real way to solve it entirely. Making the wolf flagged as quest related, and trying to make sure that it is as close to the door as it can get before you go through might help, but most of the time it will remain the same. You might be able to script something so that while he is on follow mode, if you get too far away, he gets teleported closer automatically (removing the necessity of a teleport spell). Instead using several spells (with no graphics) to do simple commands like attack, stay, come. I could go more into depth, but don't feel like making your mod for you. Link to comment Share on other sites More sharing options...
theycallmecheese Posted September 1, 2006 Author Share Posted September 1, 2006 With the thing about the wolf not changing cells. I've noticed similar happenings with one of my mods. To my knowledge there isn't any real way to solve it entirely.Could you describe the situation with your own mod? I'd like to know what else has been tried. I could go more into depth, but don't feel like making your mod for you.I'm not asking anyone to make anything for me. I want to know how to do it myself but there's nothing about this particular issue in the CS Wiki. Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 1, 2006 Share Posted September 1, 2006 With the thing about the wolf not changing cells. I've noticed similar happenings with one of my mods. To my knowledge there isn't any real way to solve it entirely.Could you describe the situation with your own mod? I'd like to know what else has been tried. The situation is the same, they don't change cells following you. It was with my shepherds ring mod. Since the ring could be taken off and put back on again to summon more, it wasn't that big of a problem. For you, this is a different story. You might want to do something like You might be able to script something so that while he is on follow mode, if you get too far away, he gets teleported closer automaticallyusing if player.getdist >= 1000 wolf.moveto player endif in the script on your wolf, it might solve the problem. Link to comment Share on other sites More sharing options...
theycallmecheese Posted September 1, 2006 Author Share Posted September 1, 2006 Thanks, that seems to work most of the time. I have to get pretty far away from the door and then suddenly a bunch of stuff gets knocked off a table and there's Fenrir staring at me. Instead of a distance check (which causes him to teleport to me durring a fight) isn't there some "GetInSameCell" call I could use to just check to see if he's in the same cell as the player? I am horrible at scripting anything so please forgive my ignorance. I've also noticed that he only attacks things that attack him instead of things that attack ME, though he is in my faction and owned by my faction. What's the deal with that? Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 1, 2006 Share Posted September 1, 2006 isn't there some "GetInSameCell" call I could use to just check to see if he's in the same cell as the player?Yeah, could try that too. In order for him to attack stuff, you kinda just need to play around with his faction settings, making things you want him to attack being low (-50, -100) and things you don't want him to attack being high (50, 100). And using his aggression. One problem with this is that he'll end up running off into fights ahead of you constantly, even with the right settings. Setting up a scripted spell to make him attack the target of the spell instead works, but can be complicated and requires you to have that spell active. Link to comment Share on other sites More sharing options...
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