Maigrets Battle Dogs - Rocky and Spike
⚪ Last updated 2014⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 6.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #14 of 25 Companions - Creatures mods in this game by downloads
📋 About This Mod
Maigrets Battle Dogs - Rocky and Spike
UPDATE Oct 29 2014 I've changed the follow distance for Spike to match Rocky, which I had never noticed was set to zero for some strange reason. I must have mixed up the esp's when I first uploaded the mod or something like that, since I never had the problem of one following right on my heels. Hopefully this fixes the annoyance.
No other changes except for contact details and where to find the most up to date version of my Creature Companion Tutorial, at the bottom of this Readme. This is only an esp so you still need the original file. Just replace this esp with the original. The Readme in the original mod is unchanged so the details are only on this page.
AUTHOR: Maigrets
Version One
I made this mod for myself a long time ago (2009) but lost it in a hard drive crash so I recreated them and updated a few things as well.
DESCRIPTION: This mod adds two Great Imperial Battle Dogs to the IC Prison District. They will be wandering around, but since it's a small area they can't get out so they will be easy to find.
They have armour, including a spiked collar and are intentionally larger than normal dogs. One has black armour and the other brown armour.
When each is first activated you will get individual Summon Spells so they can be called if they get stuck, which sometimes happens with any companion especially in small corridors in some ruins, or if you've left them somewhere. They have individual AI so you don't need to have both at once and you can leave one or both to wander as needed.
As with my other companions, activate to Follow or Wait. When told to wait they have a fairly wide wander range, so just summon if you can't find them for some reason.
They are essential and are Player Owned and in the Player faction. If you prefer non essential companions that will die you can change it in the CS.
They have a Healing Ability for use in battle which will be necessary as they will go unconscious if overwhelmed or the enemy is of a much higher level, especially if using overhaul mods as I do. I actually had to make several changes in testing while using Waalx Animals and Creatures as some of the enemies knock them down too easily and I expect it would be the same with OOO or FCOM etc. For other players not using mods that increase enemy health and damage this will probably be overpowered, but I "might or might not" change it later.
📊 Mod Details
- Game
- Oblivion Mods
- Author
- Maigrets
- Version
- One
- Downloads
- 1,893
- Endorsements
- 113
- Category
- Companions - Creatures
- Created
- 9/1/2011
- Updated
- 10/29/2014
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