[MOD] Pet Animal Companions

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Midknightprince
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Re: [MOD] Pet Animal Companions

Post by Midknightprince »

Okay I've been playing with this I like it.
I got some suggestions: don't let these things spawn in town, it's breaking talking to NPCs across games.
You have to quit and restart not just reload ( it could be the roleplay realism mod conflicting somehow), I'm thinking townspeople in Towns in General don't like you bringing a wild pet in ( from a role-play perspective of course), but if you spawn them: talking doesn't work within NPCs anymore and I reloaded it before I spawned the pet, and talking still didn't work so it's breaking something ( the talk menu shows up and everything but when you click on okay to say something and nothing happens)..

Guards also attac your pet, and after they kill it they sit there and say halt ( seemingly at the player?), but don't do anything but stand there until your pet respawns, then they kill it again..
It's a horrid cycle of which I have been privy to against my will, on multiple nightmarish occasions: not simply because my beloved just got its guts Spilled Out on the sidewalk, but if I retaliate my Dependable status will be in jeopardy which is all the more disconcerting considering I'm a werewolf and I feed on these people once a month..
It's a troubling predicament.

So yeah in short just don't spawn your stuff in town :D
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Hazelnut
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Re: [MOD] Pet Animal Companions

Post by Hazelnut »

That sounds like another mod in in conflict, probably one of Kamers if it's townsfolk related. Have you tried without other mods?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Midknightprince
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Re: [MOD] Pet Animal Companions

Post by Midknightprince »

Hazelnut wrote: Sat Oct 10, 2020 9:26 pm That sounds like another mod in in conflict, probably one of Kamers if it's townsfolk related. Have you tried without other mods?
I quit the game and reloaded haven't spawn the pet in the city yet but the quest works.
Before: after i spawned my pet, the guards killed it and NPCs were scared I could click on the people to talk to them but they don't say anything, I have RPG realism I think maybe that's it ?
I don't mind I just won't spawn them in town it is kind of a cool RPG thing if you want to look at it like that, it just breaks the talking somehow....

RPG realism does stuff to guards that's why I say that's probably it..
It also does stuff with NPC behavior in towns and stuff
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imsobadatnicknames
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Re: [MOD] Pet Animal Companions

Post by imsobadatnicknames »

Midknightprince wrote: Sat Oct 10, 2020 9:35 pm
Hazelnut wrote: Sat Oct 10, 2020 9:26 pm That sounds like another mod in in conflict, probably one of Kamers if it's townsfolk related. Have you tried without other mods?
I quit the game and reloaded haven't spawn the pet in the city yet but the quest works.
Before: after i spawned my pet, the guards killed it and NPCs were scared I could click on the people to talk to them but they don't say anything, I have RPG realism I think maybe that's it ?
I don't mind I just won't spawn them in town it is kind of a cool RPG thing if you want to look at it like that, it just breaks the talking somehow....

RPG realism does stuff to guards that's why I say that's probably it..
It also does stuff with NPC behavior in towns and stuff
The author of this mod hasn't been active for a couple weeks but since I was pretty involved with the developement of this project (as he based it on the code of my Ghaksha the orc companion mod and he asked for my help with it every once in a while) I think I can answer to this particular issue. The first version of this mod only made the pets spawn in dungeons, and having them spawn in cities was something he introduced later. The pet gets attacked by guards and makes citizens flee because you're using Villager Immersion Overhaul alongside it.

I don't think the original version where they're only spawned in dungeons is still avaliable on Nexus, but you can easily modify it so they stop spawning in cities.

Open up the questpack folder, and look for a file that has a name like ____SUMMON.txt (e.g. BEARSUMMON.txt, SPIDERSUMMON.txt, etc.)

Then, delete this part:

Code: Select all

_entercity1_ task:
	when pc enters city
	clear _exitcity1_

_exitcity1_ task:
	when pc exits city
	clear _exitcity1_

_entercity2_ task:
	when pc enters hamlet
	clear _exitcity2_

_exitcity2_ task:
	when pc exits hamlet
	clear _exitcity2_

_entercity3_ task:
	when pc enters village
	clear _exitcity3_

_exitcity3_ task:
	when pc exits village
	clear _exitcity3_
And then delete this:

Code: Select all

_found5_ task:
	when _entercity1_ and _delay_
	start timer _appear_

_found6_ task:
	when _entercity2_ and _delay_
	start timer _appear_

_found7_ task:
	when _entercity3_ and _delay_
	start timer _appear_
The file should then look something like this:

Code: Select all

Quest: BEARSUMMON
DisplayName: Bear summon
-- Message panels

QRC:

Message: 1021
<ce> You hear a familiar noise behind you, you turn
<ce> around and are happy to see your beloved pet waiting.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> From out of nowhere suddenly something lands
<ce> on you, knocking you backwards to the ground, then 
<ce> starts rubbing it's face against yours. 
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> As you move towards your objective, your foot
<ce> steps in what appears to be some dead small
<ce> animal. You look around and nearby is your pet
<ce> looking very pleased you've found their gift.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You feel something clamp onto your leg and start
<ce> tugging it backwards. You turn around and see your 
<ce> pet at the end of it.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You hear some screams and noises of a fight nearby.
<ce> after a moment your pet appears next to you with a 
<ce> piece of cloth in it's mouth.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You hear the nearby sounds of an unhappy animal 
<ce> After hurrying to the source you see your pet
<ce> completely drenched and looking most annoyed.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You hear the nearby sounds of an unhappy animal. 
<ce> After dashing to the source you see your pet 
<ce> hobbling with a wound on it's side. You carefully
<ce> dress the wound and your pet seems happier.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You hear a familiar noise behind you, you turn
<ce> around and are happy to see your beloved pet waiting.
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> From out of nowhere suddenly something lands
<ce> on you, knocking you backwards to the ground, then 
<ce> starts rubbing it's face against yours. 
<ce>
<ce> Would you like to spend some time with your pet bear?
<--->
<ce> You hear some movement nearby, looking behind you see
<ce> your pet's head poking out from around a wall watching you.
<ce>
<ce> Would you like to spend some time with your pet bear?

Message: 1023
<ce> Your pet finishes what it was doing
<ce> and moves closer to you.

Message: 1024
<ce> Your pet suddenly sees something scamper past them
<ce> and decides to chase them into a nearby hole. You wait
<ce> a while but then decide to move on.
<ce> No doubt you'll see it again soon.
<--->
<ce> You hear a loud noise nearby and like a shot your 
<ce> pet has rushed off in the opposite direction. You can
<ce> no longer see where it's gone.
<ce> It'll find you another time when it's ready.
<--->
<ce> Your pet makes a yawning sound then crawls into a nearby
<ce> nook and promptly falls asleep. After watching it
<ce> for a while you decide to move on.
<ce> It'll catch up to you again sometime in the future.
<--->
<ce> You hear the sound of another creature in the distance and 
<ce> your pet excitedly charges off to find it. From where you 
<ce> are, the 2 animals look almost identical and appear to be 
<ce> playing together. You decide to let them be, Your pet will
<ce> come find you again another time.
<--->
<ce> Your pet unexpectedly looks up as if it hears or smells something
<ce> interesting nearby. You can see some drool around it's mouth 
<ce> as it swiftly races off leaving you way behind.   
<ce> You presume your pet will meet up with you again later.

Message: 1025
<ce> You affectionately pat and stroke your pet but
<ce> make it clear that it can't come along right now.
<ce>
<ce> Would you like your pet to come back later (Yes)? 
<ce> or wait for you someplace else (No)?

QBN:

Clock _delay_ 0.06:00 10.00:00
Clock _appear_ 0.00:05 0.00:10
Clock _end_ 0.02:00
Clock _teleport1_ 0.00:20
Clock _teleport2_ 0.00:20
Clock _teleport3_ 0.00:20
Clock _teleport4_ 0.00:20
Clock _teleport5_ 0.00:20

--	Quest start-up:
	start timer _delay_

_delay_ task:

_enterdungeon1_ task:
	when pc enters labyrinth
	clear _exitdungeon1_

_exitdungeon1_ task:
	when pc exits labyrinth
	clear _exitdungeon1_

_enterdungeon2_ task:
	when pc enters keep
	clear _exitdungeon2_

_exitdungeon2_ task:
	when pc exits keep
	clear _exitdungeon2_

_enterdungeon3_ task:
	when pc enters graveyard
	clear _exitdungeon3_

_exitdungeon3_ task:
	when pc exits graveyard
	clear _exitdungeon3_

_enterdungeon4_ task:
	when pc enters ruin
	clear _exitdungeon4_

_exitdungeon4_ task:
	when pc exits ruin
	clear _exitdungeon4_

_found1_ task:
	when _enterdungeon1_ and _delay_
	start timer _appear_

_found2_ task:
	when _enterdungeon2_ and _delay_
	start timer _appear_

_found3_ task:
	when _enterdungeon3_ and _delay_
	start timer _appear_

_found4_ task:
	when _enterdungeon4_ and _delay_
	start timer _appear_

_appear_ task:
	prompt 1021 yes _accept_ no _refuse_
	
_refuse_ task:
	prompt 1025 yes _restart_ no _getrid_
	end quest
	
_restart_ task:
	start quest BEARSUMMON
	end quest
	
_getrid_ task:
	start quest BEARSEEK
	end quest

_accept_ task:
	start quest BEARSPAWN
	start timer _end_
	start timer _teleport1_

_teleport1_ task:
	start timer _teleport2_
	start quest BEARSPAWN
	say 1023

_teleport2_ task:
	start timer _teleport3_
	start quest BEARSPAWN
	say 1023

_teleport3_ task:
	start timer _teleport4_
	start quest BEARSPAWN
	say 1023

_teleport4_ task:
	start timer _teleport5_
	start quest BEARSPAWN
	say 1023

_teleport5_ task:
	start quest BEARSPAWN
	say 1023

_end_ task:
	say 1024
	start quest BEARSUMMON
That way it should only spawn in dungeons :)
Last edited by imsobadatnicknames on Sun Oct 11, 2020 5:32 am, edited 1 time in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Midknightprince
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Re: [MOD] Pet Animal Companions

Post by Midknightprince »

Nah I'll just tell them don't spawn I don't feel like fiddling with stuff.

No worries I just look at it like at like a RPG kind of thing..
People don't like dragonlings and werewolf Cubs no biggie..

Yeah I keep saying RPG realism but what I really mean is villager immersion
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Midknightprince
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Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
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Re: [MOD] Pet Animal Companions

Post by Midknightprince »

So if the talking is not supposed to break with this thing on I would say it's a conflict between this and villager immersion..
And note to self: stop texting people when you're playing the game..

Sorry for the confusion guys I hope everything makes sense
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