Stray dogs

⭐ — (23 endorsements) 📥 480 downloads 📌 v1.3 📅 7/27/2012
⚪ Last updated 2012

By scarycave · Companions - Creatures

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/31/2012 📅 Created: 7/27/2012
⚠️ Install Order · 2 steps
1🛠️ OBSE — Oblivion Script Extender Download ↗
2🔧 UOP — Unofficial Oblivion Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #16 of 17 Companions - Creatures mods in this game by downloads

📋 About This Mod

Adds recruit-able dogs south of the Priory. They can be found hunting deer , they need to be fed Venison to join you. They can die, and will need to be re-fed in the wilderness again to join. They have a lot more health as the standard

//Warning: The golden dogs of the Priory will be deleted in 1. 4, The \"gold\" variety will be moved somewhere else. They will also have a much better texture than the current eyesore they have now. Req. Obse Extender Info. Adds stray dogs south of the Weynon Priory, outside of Bruma. They can be found hunting deer in the area. They need to be fed Venison to join you. The dogs are not essential, but they, and the deer they hunt will re-spawn. They have twice as much health as the standard dogs, so you should be able to keep them alive fairly easy. There are six in all right now, and two variants, normal and brown I plan to add additional areas where they can be found, and more color variants. The mod was inspired by the stray dog encounters that can be found in Skyrim, and a few of my other mods. Locations: Weynon Priory - Standard x 3, Brown x 2, Gold x 2 GotShawIn(Gold Coast) - Heeler x 4 Development Notes. Version: 1 - 1. 1 The mod was made non-essential to give players something to worry about, I found it a little dry that most followers get beaten with no consequences. They have twice as much health as dogs and a level offset of -4. They borrow the \"knock-down effect\" from my other dog mod. To make them more realistic I removed the ignore friendly hits ability I\'ve been using, you need to \"talk\" to them to get them to calm down. I\'ll make the friendly-hits a bit less strict in the next version. I decided to not have any spells to call the dogs for now, and they can not be dismissed. Your stuck together until death. If you truly want your companion to leave, you have to kill him. Having them get killed and making you feel bad is sort of a \"goal\" for this mod. I plan on adding special \"named\" strays that can be found at certain levels, and quests. These followers will have better stats then the normal dogs. Version: 1. 2 I\'ve removed the dogs from Bruma and made them into separate actors, sadly this seems inevitable, as a point of this mod was to make a re-spawning creature a companion, it runs into to many problems. The Package problems, and the \"Every dog joined you because you fed one\" glitch I ran into during the first few test runs. I dusted off the naming coding I had used for the Laddie mod, so Players can tell their followers apart and get more attached. I still haven\'t found a way to type in a name, so it still has to be picked from a choice of names. Version: 1. 3 I\'ve decided to make current followers immune to fall damage, and drowning. I haven\'t had them die from it yet, but fall damage is one of the constant killers of companions. I\'ve also added a new color to the Weynon Priory pack, I won\'t be adding anymore dogs to that area. (Reflection-1) The mod seems to be getting quite large, the Heeler update added 2k to the file size... It may be in my best intentions to separate the Heeler, and Gold breeds as separate mods. Bugs. The mod is still in it\'s infant stage, so their are a few bug

📊 Mod Details

Game
Oblivion Mods
Author
scarycave
Version
1.3
Downloads
480
Endorsements
23
Category
Companions - Creatures
Created
7/27/2012
Updated
7/31/2012

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