I don't think you can, the quests appear to be an infinite open loop that repeats forever regardless of what happens. I think you would have to delete the mod to stop the loop. That's what I did for the Vampire companions.
My apologies for disappearing for a few years. From memory, both this mod and the other one had a timer on the spawn so they should be disappearing themselves after a delay. It's possible DFU code has changed, or the framework changed, and what I had poorly cobbled together in scripting at the time, isn't working well... or I made a huge mistake in the code that never came up in any play-testing. Maybe I let all my companions die or ran off while they were fighting and never noticed they didn't de-spawn :D My apologies again, I'm happy for anyone to investigate and fix issues, though there may be other mods now that are way better and more worthy of your time.
Am I missing something? Instead of a cat I got a sabertooth tiger. It's pretty cool, don't get me wrong, but I'm using a mod that makes NPCs react to bandits and combat, so they start freaking out and guards spawn in. They don't attack the tiger, but it's still interesting. It also sometimes affects your reputation, because you choose to walk around with a dangerous animal.
Yes, but you can't pet your pet with it. Instead, this mod comes with its own petting mechanic. Basically, a message pops-up saying something like "Pet wants to spend time with you, do you agree?" and if you agree, you can interact with the pet, getting a new message, something like "You spend time with your pet, scratching its neck. Pet is happy and continues doing its thing".
Is there a easy way to force the wyv spawn? I have a game running with almost 100 hours and haven't seen the thing yet. Edit: Was able to force it by using Extra Console commands mod
Would you be able to get more person-like interactions with your dragon companion if you are good at the Dragonish language skill? Though you did say a "Baby"... but it also seems to be the same size as every other Dragonling out there according to the screenshot. But assuming the size is not intentional and more because it would be hard to scale the size of a specific entity down, then would the interactions perhaps be more like it's your adopted child than your adopted pet perhaps again depending on your language skill (in this case more to test your character's knowledge of dragons)?
Sorry for the question barrage, this is a mod I could really get behind but I just want to make sure it wouldn't damage my immersion, is all, especially since I'm playing a character who grew up listening to stories about dragons and is relatively knowledgeable in dragon lore at this point.
Oh also now that I think about it, this could be a good way to improve your Dragonish language skill over time too if the baby dragon knew how to speak it, though perhaps with a limit since it is after all a baby.
Good News: The game treats it as a regular Dragonling so it *should* help you train your Dragonish language skill automatically whenever it's near you, even if you don't activate it for the pet activities.
Originally I didn't plan to include the 'Baby Wyvern' with the other pets, but when I finished the others I thought it might be fun to have a rare pet that's very hard to find as a *BONUS* feature to see how many people could find it. I hadn't thought about coding for language skill checks as the other pets don't have a language skill to match.
Bad News: The way I've written each of the pets is fairly general, not really specific to each type. I settled on "Baby Wyvern" as dragonlings in Daggerfall don't quite match up with the intelligent, talkative, and majestic adult or baby dragons shown or described in Lore for Redguard, Morrowind, Oblivion, Skyrim, & Elderscrolls Online. They are in the same boat as the "Giants" who aren't huge (or blue).
Bad News Part 2: Individual size scaling isn't possible in DFU.. yet. It would have been amazing if I could have scaled all the pets down to a more appropriate pet size (or scaled up the dragonlings to make them the size of dragons).
Good News Part 2: I CAN add another version of the Baby Wyvern questpack with all text changed to "Dragonling" or "Dragon" or "Baby Dragon" if you prefer. Wouldn't take much time for me to do. I can also add in some more appropriate dragon pet activity text messages, but I will need your help on that.
If you can PM me with some dragon/dragonling specific pet activities (when the player activates the pet a message text box appears of something happening), just 1 or 2 sentences for each activity but as many as you can, and I'll add those into it too. :)
Edit: After doing some research, I think I can add language skill checks as well (for the additional version of the pet discussed above) but would take me a lot longer than doing the name changes and pet activity changes.
I'll admit I'm not really an Elder Scrolls lore master myself, but I think you would be right in that the Dragonlings in Daggerfall don't seem to match the dragons of Skyrim or even Daggerfall's other dragons like Skakmat in intelligence, at least the ones we encounter, but they are still intelligent enough to have their own language and presumably to engage in basic conversation with the player if the player has a good grasp of their language.
And hey, I was not expecting to be asked for help but I'd be happy to! I'll try to come up with some messages and maybe we could go with a "Young Dragonling"? That could make both the default size and the more pet-like companionship more believable at the same time as opposed to "Baby Dragonling" or (Adult) "Dragonling". Just let me know if you want to add skill checks at some point or not, since if you're going to add them I can make two different versions of some activities depending on the check result, but if you're not then I can just go for somewhere in the middle.
Awesome! :) Young Dragonling it is! I like the skill check idea so it would have 2 possible dialogue/activity paths depending on your dragonish skill level. I'll send you a PM in a second. I'll make sure to give you credit for this pet too ;)
New version now up! (with thanks to Imsobadatnicknames for coding help)
- Pets catch-up to player now between every 6 hours to 10 days - Added feature to dismiss them (rather than tell them to come back later) and send them to another location to wait indefinitely for player. - Made the Baby Wyvern slightly less impossible to find (but still rare) - New dialogue added - Misc tweaks/fixes like moving a few of the pets to Pawn Shops.
What Next? I'm going to go back to working on the other planned companion mods, but please yell out if any issues and I'll do my best to fix.
20 comments
My apologies again, I'm happy for anyone to investigate and fix issues, though there may be other mods now that are way better and more worthy of your time.
startquest "examplequest" without the quotation marks
Bonus: *Werewolf Cub Pet Companion - found randomly in Alchemist/Herb/Apothecary Stores. (Existing save "startquest WWCUB000")
Sorry for the question barrage, this is a mod I could really get behind but I just want to make sure it wouldn't damage my immersion, is all, especially since I'm playing a character who grew up listening to stories about dragons and is relatively knowledgeable in dragon lore at this point.
Oh also now that I think about it, this could be a good way to improve your Dragonish language skill over time too if the baby dragon knew how to speak it, though perhaps with a limit since it is after all a baby.
Originally I didn't plan to include the 'Baby Wyvern' with the other pets, but when I finished the others I thought it might be fun to have a rare pet that's very hard to find as a *BONUS* feature to see how many people could find it. I hadn't thought about coding for language skill checks as the other pets don't have a language skill to match.
Bad News: The way I've written each of the pets is fairly general, not really specific to each type.
I settled on "Baby Wyvern" as dragonlings in Daggerfall don't quite match up with the intelligent, talkative, and majestic adult or baby dragons shown or described in Lore for Redguard, Morrowind, Oblivion, Skyrim, & Elderscrolls Online. They are in the same boat as the "Giants" who aren't huge (or blue).
Bad News Part 2: Individual size scaling isn't possible in DFU.. yet. It would have been amazing if I could have scaled all the pets down to a more appropriate pet size (or scaled up the dragonlings to make them the size of dragons).
Good News Part 2: I CAN add another version of the Baby Wyvern questpack with all text changed to "Dragonling" or "Dragon" or "Baby Dragon" if you prefer. Wouldn't take much time for me to do. I can also add in some more appropriate dragon pet activity text messages, but I will need your help on that.
If you can PM me with some dragon/dragonling specific pet activities (when the player activates the pet a message text box appears of something happening), just 1 or 2 sentences for each activity but as many as you can, and I'll add those into it too. :)
Edit: After doing some research, I think I can add language skill checks as well (for the additional version of the pet discussed above) but would take me a lot longer than doing the name changes and pet activity changes.
And hey, I was not expecting to be asked for help but I'd be happy to! I'll try to come up with some messages and maybe we could go with a "Young Dragonling"? That could make both the default size and the more pet-like companionship more believable at the same time as opposed to "Baby Dragonling" or (Adult) "Dragonling". Just let me know if you want to add skill checks at some point or not, since if you're going to add them I can make two different versions of some activities depending on the check result, but if you're not then I can just go for somewhere in the middle.
- Pets catch-up to player now between every 6 hours to 10 days
- Added feature to dismiss them (rather than tell them to come back later) and send them to another location to wait indefinitely for player.
- Made the Baby Wyvern slightly less impossible to find (but still rare)
- New dialogue added
- Misc tweaks/fixes like moving a few of the pets to Pawn Shops.
What Next? I'm going to go back to working on the other planned companion mods, but please yell out if any issues and I'll do my best to fix.