How can having a goddamn wolf as a companion be sooooooooooooo difficult? I've been trying for hours and hours to get this to work and it just doesn't work Why leaving the wolf at pale pass? Why? Pale Pass isn't even available at level 1 you have to get the quest in order to go there, is like leaving the dog at Bruma's Oblivion gate, or even worst, at Mankar Camoran's paradise, it doesn't make sense at all. The user sortiv shared some tips to add the spell but it isn't working for me either
I personally love that he's found in the Pale Pass; it seems like a really cool place to find a wolf companion, and a way for you to find him in your travels. I like playing in difficult situations though, so I may not be the best judge lol
As far as your spell issues are going, are you looking in the right places for the load number? Keep in mind that sometimes there are letters in front of the numbers that you need. Make sure you're using the proper console command and that the mod is activated. If your issue isn't with any of that, I won't be much help...but I figured it was worth offering what little knowledge I had. I hope it gets figured out for you soon :)
Edit: Realized I gave a couple of suggestions that had already been tried, so I deleted that part of my comment :)
Best animal companion mod Ive found. As far as simplicity and practicality. Always liked having a hound companion in rpgs. But the enemy npcs prioritize the Fenrir npc over anyone else. As much as I despise the PC always being the target of all npcs unless they take too much damage from other npc, this is also disappointing. Also, Fenrir prioritizes the most dangerous NPC and whichever enemy attacks the PC. Which only means Fenrir will get in the way more often or really just all the time. In fps rpgs, hound followers arent as much of an issue because they are usually lower than the area the npcs will be receiving damage from. Only more an issue when area effect damage happens. But when using melee (especially the wonky Elder Scrolls melee) they become a nuisance.
I solved the problem of the spell disappearing or not being added.
If anyone is still using this mod or looking at this in 2016, this is how I solved it.
You can in fact add the spell (which is actually a lesser power, but that doesn't matter) by using a console command. The formID for the spell is 01000CE9 by default. I found this out by opening up the .esp in the creation kit.
However, using player.addspell with that formID doesn't work, and returns an error about an invalid parameter for spell item. I didn't know what that meant for about two hours as I tried everything else (including trying to edit the .esp to make a new spell, etc).
Solution: Open up TES Mod Manager/Oblivion Mod Manager, click on the FenrirTheWolf.esp on the left hand side, look in the info pane right underneath the list of ESPs and scroll down a bit, it will say "FormID: xx" where xx is the prefix for the form ID in this load order. Because apparently, the load order of mods changes the formID prefix for items added by mods? I didn't know this, but apparently that's true in cases where the mod doesn't-- I don't know, address it somehow (seems that would break a lot of mods, but whatever). So whatever your number is, change the first two digits of formID of the spell to that.
Example, for me the formID prefix was 25. So instead of player.addspell 01000CE9, I put player.addspell 25000CE9 and it worked! Spell was added back to my spell book. So again, open TESMM or OBMM and click on the esp then find where it says formID, then use those numbers instead of the first two (or three depending on how many mods you have) numbers in the base formID.
Hope this helps.
p.s.: if the mod author ever looks at this again, good job, nice mod.
Thank you, Sortiv! It was a little different for me because I had to type 3A000CE9 since one of the mod managers I use is Wrye Bash. I got the "3A" from looking at the column to the right of the mod.
It's a great mod, but... Is there a way to get him to stop growling constantly? Like a sound file somewhere that I could replace with silence? His neverending growling is starting to drive me a little insane...
Actually, string variables are lacking in Oblivion and even OBSE doesn't have anything to do what you want automatically. The best you can do is open the game in the editor with OBSE and change the names in 2 scripts and one spell. Not hard at all if you know how to use the tools. But you can't do it via the console - sorry.
How can i change the fur colour and turn this fine creature into a blue wolf with black eyeshadow and yellow eyes? Can it be done by me? Thx for putting this out there! -GG
just tried to download and got error. says no file exists for this id. What is up?
I just checked nexus bug report. Apparently nobody can download anything today.
Next day edit: today it downloaded fine. So far, Fenrir is a good companion. He is strong, a real beast in battles. And low maintenance, as someone else mentioned. The roaming area when he is told to stay seems a bit large to me. I have not tried sneaking with him around yet, I hope the roam does not mess that up. Still, after a little bit of play he is good.
He does however get attacked an awful lot by other companions, mostly CM partners. Not sure if he's starting it or not but it's after the usual accidents that occur in battle where one character hits another, with Fenrir however, one cannot simply give him a "ring of companionship" of course.
I have just one problem. Until now Fenrir has followed me always, but sadly the summon spell disappeared from my list D: It seems some other people have a similar problem. Is there a way to get the summon spell back? Luckily Fenrir doesn't seem to get stuck or lost as often as other companions =3
55 comments
I've been trying for hours and hours to get this to work and it just doesn't work
Why leaving the wolf at pale pass? Why? Pale Pass isn't even available at level 1 you have to get the quest in order to go there, is like leaving the dog at Bruma's Oblivion gate, or even worst, at Mankar Camoran's paradise, it doesn't make sense at all.
The user sortiv shared some tips to add the spell but it isn't working for me either
As far as your spell issues are going, are you looking in the right places for the load number? Keep in mind that sometimes there are letters in front of the numbers that you need. Make sure you're using the proper console command and that the mod is activated. If your issue isn't with any of that, I won't be much help...but I figured it was worth offering what little knowledge I had. I hope it gets figured out for you soon :)
Edit: Realized I gave a couple of suggestions that had already been tried, so I deleted that part of my comment :)
If anyone is still using this mod or looking at this in 2016, this is how I solved it.
You can in fact add the spell (which is actually a lesser power, but that doesn't matter) by using a console command. The formID for the spell is 01000CE9 by default. I found this out by opening up the .esp in the creation kit.
However, using player.addspell with that formID doesn't work, and returns an error about an invalid parameter for spell item. I didn't know what that meant for about two hours as I tried everything else (including trying to edit the .esp to make a new spell, etc).
Solution: Open up TES Mod Manager/Oblivion Mod Manager, click on the FenrirTheWolf.esp on the left hand side, look in the info pane right underneath the list of ESPs and scroll down a bit, it will say "FormID: xx" where xx is the prefix for the form ID in this load order. Because apparently, the load order of mods changes the formID prefix for items added by mods? I didn't know this, but apparently that's true in cases where the mod doesn't-- I don't know, address it somehow (seems that would break a lot of mods, but whatever). So whatever your number is, change the first two digits of formID of the spell to that.
Example, for me the formID prefix was 25. So instead of player.addspell 01000CE9, I put player.addspell 25000CE9 and it worked! Spell was added back to my spell book. So again, open TESMM or OBMM and click on the esp then find where it says formID, then use those numbers instead of the first two (or three depending on how many mods you have) numbers in the base formID.
Hope this helps.
p.s.: if the mod author ever looks at this again, good job, nice mod.
simple yet awesome
its a mod i didnt know i needed
Actually, string variables are lacking in Oblivion and even OBSE doesn't have anything to do what you want automatically. The best you can do is open the game in the editor with OBSE and change the names in 2 scripts and one spell. Not hard at all if you know how to use the tools. But you can't do it via the console - sorry.
-Jumonji
Thx for putting this out there!
-GG
I just checked nexus bug report. Apparently nobody can download anything today.
Next day edit: today it downloaded fine. So far, Fenrir is a good companion. He is strong, a real beast in battles. And low maintenance, as someone else mentioned. The roaming area when he is told to stay seems a bit large to me. I have not tried sneaking with him around yet, I hope the roam does not mess that up. Still, after a little bit of play he is good.
I have just one problem. Until now Fenrir has followed me always, but sadly the summon spell disappeared from my list D: It seems some other people have a similar problem.
Is there a way to get the summon spell back?
Luckily Fenrir doesn't seem to get stuck or lost as often as other companions =3