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CHIMgarden

Uploaded by

CHIMgarden

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About this mod

Control what dogs are silent and what dogs can bark in your game and when, where and how often with a help of Dynamic Animation Replacer. Customizable alternative to Quiet Dog animation replacer mod. No esp/esl, just conditional DAR folders with silent .hkx animations for dogs

Requirements
Permissions and credits
Customizable alternative to Quiet Dog animation replacer mod. Make sure you don't use this mod at the same time with mine or dogs will be unimmersively quiet in your game!

Unlike with original Quiet Dog, with this mod certain types of barking won't be forever rendered out of existence. With my simple mod you can just disable (or reduce frequency of) barking for your current dog followers and keep it for all the other dogs in game. Especially useful with bandit owned dogs - you will be able to hear them from a far. If you left your canine follower to wait, barking will be activated to make it easier to find your dog on a way back.


Necessary to read information:
(Addressing concerns people tend to have)

  • You can install this mod during playthrough and disable or uninstall or reinstall or update at any time as well!
  • To see if it will look good with your unique mod setup, just install it and see for yourself
  • This mod works without Nemesis or FNIS. Dynamic Animation Replacer needed only
  • Remove previous version of my mod with all it`s files then updating - "replace" option in mod organizer
  • At any time in your playthrough you can modify DAR conditions. Use provided folder description as a reference. If you made a mistake, reinstall this mod and try again

If during/after installation some sort of error pops up or animations in your game can`t play and you see static pose instead:
Mod Organizer 2 users - rename mod folder in your mod manager to "CDB DAR" and it will fix this.
Other mod manager users - extract the zip file and rename the "Conditional Dog Barking (DAR)" named folder to "Data", repack and install.



Unnecessary
 to read information:

(You can read it later, if need be)

Dogs have separate from humanoid actors DAR folder path, it is ...\mods\Conditional Dog Barking (DAR)\meshes\actors\canine\animations\DynamicAnimationReplacer\_CustomConditions\-2001001002

Default animations folders numbers and conditions used for it:
-2001001000 (combat bark silence - silent replacer for idlecombat_barkrun.hkx)
Conditions used:
IsPlayerTeammate() AND
NOT IsActorValueEqualTo(95, 1) AND
NOT IsInCombat() AND
Random(0.9999)


-2001001001 (sitting bark silence - silent replacer for dog_spice_sit_bark.hkx)
Conditions used:
IsPlayerTeammate() AND
NOT IsActorValueEqualTo(95, 1) AND
Random(0.9999)


-2001001002 (laying and standing bark silence - silent replacer for dog_spice_bark.hkx)
Conditions used:
IsPlayerTeammate() AND
NOT IsActorValueEqualTo(95, 1) AND
Random(0.9999)




Thank you fadingsignal for an idea to do something with dog animations!

Backporting was made by attackdr0ne - big thanks for help!