About this mod
Choose from a range of 74 Inconsequential Pets and share your adventures with up to 6 pets at a time!
Pets are invulnerable and cannot attack or be targeted by hostiles (MMO-style pets).
- Requirements
- Permissions and credits
- Changelogs
- Install with mod manager of choice
- ESM-flagged to prevent worldspace/grass bugs. Is otherwise load-order-agnostic & conflict-free save for landscape edits around the entrance
Updating From Pre-2.0:
- All updates from this point will be seamless. Simply install into your current play-through. Assets from older versions can safely be deleted/overwritten, so make sure to do that
- Pets from versions prior to 2.0 will have returned to St Jiub's Animal Refuge, you will need to readopt them there or choose another
Description & Features:
- Travel to St Jiub's Animal Refuge - a new worldspace located West of Whiterun (map marker visible) to adopt up to 6 pets from a range of 74. You'll have to return here should you wish to abandon your Pet(s) or change your party
- Inconsequential Pets are invulnerable and immune to all combat. They cannot be targeted by hostiles, nor will they ever attack anything. They exist simply to keep you company
- Version 2.0 has been completely rebuilt from the ground-up. New framework is harder, better, faster, stronger than old system. Most importantly it is more lightweight
- Self-contained follower system. Does not use vanilla follower or animal slots
The MCM provides the following options/customization:
- Sand-boxing
- Movement Speed
- Follow Radius
- Skin/Outfit Selection
- Combat/Non-combat Idles
- Teleportation (including passive option based on distance)
- Clone Pet
- Custom Nicknames
- Quest Marker Tracking
- Minimum Distance to Player (pets will move away when too close to avoid blocking your path. You can also Activate them to forcibly prompt them to move)
The full list of Inconsequential Pets is as follows:
Ash Guardian Dwarven Spider Riekling Rider
Ash Hopper Elk - Female Sabre Cat
Ash Spawn Elk - Male Sabre Cat - Snowy
Atronach - Flame Falmer - Female Seeker
Atronach – Frost Falmer - Male Skeever
Atronach - Storm Fox - Brown Skeever - Venomfang
Bear - Brown Fox - Snow Skeleton
Bear - Cave Gargoyle Spider - Frostbite
Bear - Snow Gargoyle Sentinel Spider - Imbued
Bristleback Giant Spriggan
Boneman Giant - Frost Spriggan - Burnt
Chaurus Goat Stag - White
Chaurus Hunter Hagraven Troll
Chicken Horker Troll - Frost
Corrupted Shade Horse Vampire Lord - Female
Corrupted Shade Priest Husky Vampire Lord - Male
Cow Ice Wraith Werebear
Death Hound Lurker Werewolf
Deer Mannequin Wisp
Dog Mudcrab - Large Wisp - Soul
Dragon Priest Mudcrab Wispmother
Draugr - Female Netch - Betty Wolf - Black
Draugr - Male Netch - Calf Wolf - Fire
Dwarven Ballista Rabbit Wolf - Ice
Dwarven Sphere Riekling
Variant Skins/Outfits:
The following Pets have additional skins/outfits available from the MCM:
- Corrupted Shade - Default, Imperial, Stormcloak
- Cow - Default, Painted
- Deer - Default, Vale
- Draugr Female - Default, Armor Variants x4
- Draugr Male - Default, Armor Variants x7
- Falmer Female - Default, Armored
- Falmer Male - Default, Armor Variants x6
- Gargoyle - Default, White, Green
- Gargoyle Sentinel - Default, Stone
- Giant - Default, Armor - Half, Armor - Full
- Horse - Brown, Black, Black & White, Grey, Palomino
- Husky - Default, Armored
- Mannequin - 10 Armor Slots for whatever you give them
- Riekling - Default, Armor Variants x4
- Riekling Rider - Default, Armor Variants x7
- Sabre Cat - Default, Vale
- Skeleton - Default, Armor Variants x5
- Spider, Imbued - Default, Fire, Frost, Poison, Glow, Oil, Rare, Shock
- Spriggan - Default, Earth Mother, Matron
- Troll - Default, Armored
- Troll, Frost - Default, Armored
Supporting Creatures From Other Mods:
Mod-added creatures or npc's can be made compatible with the framework from this mod by simply adding them to the Faction IncPetFaction and giving them the IncPetNoCombatPerk and Lightfoot Perks. After that you will be able to adopt or abandon them as you see fit.
Known Imperfections:
- Pets still rely on navmesh for pathfinding so no matter how fast they are they may lag behind occasionally, or be forced to follow at greater distances than their mcm-configurable package preset encourages
- Vampire Lords, Werebears, and Werewolves will often play their transformation animations and sound effects when loading in. These can be quite loud. I am exploring a non-intrusive pet-specific behaviours (.hkx) solution for this, but for now you'll have to quiet/mute it indiscriminately or live with it (see Optional downloads section)
- Similarly Giants shake the screen when moving. This can be fixed with behaviour edits (a mod does this for all Giants in SE already), but I would like to support a pet-only solution for LE as well
- If you have expertise with custom behaviours (.hkx) please contact me!
- Physically bumping into animals (or possibly any Actor) causes a hardcoded detection event making nearby hostiles more alert to your presence. I have provided two ways to alleviate this issue: (1) Pets AI Packages all prompt them to move away from the player when within 90 units distance - providing you leave that MCM option enabled. (2) Activating any Pet will forcibly offset them in the direction you are facing (useful if they're about to run into you or otherwise won't get out of your way in a timely manner) for the next 5 seconds
Pre-2.0 Description for posterity
Inconsequential Pets
~ Requirements ~
- Skyrim Version 1.9.32.0.8 (Latest Patch)
- Modern Brawl Bug Fix - Not a hard requirement but highly recommended
~ Installation ~
- Download Archive
- Install with the mod manager of your choosing or extract the .7z archive into your Skyrim/Data directory
Update Instructions:
- Previous versions are not supported. Please make sure you are always using the latest version
- Dismiss your current pet and make a save away from the Animal Refuge BEFORE updating. I shudder to contemplate what kinds of Oblivion will be unleashed if you fail to do this
- DO NOT make a "Clean Save". Use your existing save!
- Make sure to overwrite any existing files
Version 1.4:
- Retroactively enabled outfit selection for Draugr's
- Fixed an issue where anything with a chance to absorb spells could produce blue swirl effects when near your pet
- Added compatibility for all mod-added brawls to prevent any Brawl Bugs
- (v1.41) Fixed a bug where some pets couldn't access their debug menu if you were updating from an earlier version
~ Mod Description & Features ~
Choose from a range of 31 Inconsequential Pets that can accompany the player on their many adventures. All of the potential pets may be found inside Saint Jiub's Animal Refuge - a new location West of Whiterun and South of Morthal (map marker has been set to visible).
Each pet is benign and should ignore all combat, they do nothing save keep the player company.
The current pet roster is as follows:
- Atronach, Flame
- Atronach, Frost
- Atronach, Storm
- Bear, Normal
- Bear, Cave
- Bear, Snow
- Chaurus, Normal
- Chicken
- Deer
- Dog, Normal (New in 1.4)
- Draugr, Female (New outfits in 1.4)
- Draugr, Male (New outfits in 1.4)
- Elk, Female
- Elk, Male
- Fox, Normal
- Fox, Snow
- Goat, Domestic
- Horse, Pony (5 variants) (New in 1.4)
- Mudcrab, Giant
- Mudcrab, Normal
- Rabbit
- Sabrecat, Normal
- Sabrecat, Snow
- Skeever, Normal
- Skeever, White
- Stag, White
- Spider, Dwemer
- Spider, Frostbite
- Spriggan, Normal (New in 1.4)
- Wolf, Black
- Wolf, Snow
See if you can find them all before making a commitment :)
~ Important Information ~
BRAWL BUGS:
- Modern Brawl Bug Fix fixes every brawl I've tried. For any mod-added brawls see below (if applicable)
- Yes, this is still a thing. No, we cannot automatically detect every brawl (including any mod-added ones). If you need to brawl someone you can access the pet debug menu by activating your pet whilst sneaking (if nothing happens it's because you're in combat)
- Once activated, Brawl Mode will prevent your pets cloak ability from causing any Brawl Bugs. Brawl Mode will automatically deactivate a short time after your brawl, or if you do not enter combat within 60 seconds
- As much as I detest how invasive it is to have a manual setting, this is the only way to guarantee universal compatibility. The next best option would make our pets mostly incompatible with the mod Death Alternative - Your Money or Your Life
- Sheogorath take you if you attempt to brawl anyone inside the Animal Refuge
CHANGING PETS:
- If you wish to choose a different pet you must return to Saint Jiub's Animal Refuge and abandon your pet there
- Once you have abandoned your current pet you will be free to choose another one
OUTFITS:
- Any pets with variant outfits will show an outfit selection menu upon adoption. If you wish to change their outfit without having to dismiss them simply activate your pet whilst sneaking (inside the Animal Refuge)
- The female Draugr has less outfits than the male? Yes, all the vanilla armour variants have been represented. Don't complain unless you wish to provide some of your own ;)
TRAPS:
- Pets have been given the Light Foot perk to prevent setting off pressure plates, unfortunately this does nothing to prevent them from breaking tripwires (this is vanilla behaviour and "fixing" it goes far beyond the scope of this mod)
BEAR SOUNDS:
- Added an optional plugin which silences the offending bear sounds. Unfortunately these sounds are indeed tied to a specific animation so "fixing" it means that this particular sound effect has been silenced for every bear. It is unlikely you will even notice these sounds are missing from other bears
- Completely safe to add/remove at your discretion
- Self-contained follower system; will not interfere with any other followers
- A conflict will occur with any mod that edits Skyrim where the Animal Refuge entrance is located
- Combat avoidance framework automatically compatible with NPC's from Dawnguard and Dragonborn
- As a rule this should extend to mod-added NPC's too (unless they have some really advanced scripted abilities?)
~ Known Issues ~
- If a pet has fallen far behind you it is because they rely on the same fundamental game mechanics as normal followers (Navmesh)
- Sometimes your pet may appear semi-transparent. This is part of the combat avoidance system and only happens if you have bad script lag or the camera clips through their 3d-model (please try to avoid doing this). The appearance of your pet will self-correct when changing cells or location. If you desire a more immediate remedy simply access the pet debug menu (activate pet whilst sneaking)
~ Permissions ~
Unless otherwise stated everything in this package is the product of Antares and Ashen. We give permission for anything we produced to be used freely for the betterment of the community under the following conditions:
- Credits are given
- The source code is included for any features that reference any part of this package. Towards this end, the source code for all our scripts has been provided
- No part of this package may contribute in any way, shape, or form, to any mod that is being sold irrespective of any free versions
- We stand on the shoulders of giants. This mod never would have reached the standard it holds today without the contributions and generosity of the modding community
~ Credits, Resources & Tools Used ~
- The Creation Kit / Wiki
- TES5EDIT
- Mod Organizer
Ashen - Project Lead, Worldspace Design
Antares - Papyrus Slave, Debugger/QA, and for letting me convert his mod into a public release
YumeMiru - Tireless testing and feedback. <3
~ My Mods ~
- Ruins of Rkund -
Dwemer-themed Player Hideout
- Inconsequential Pets -
Choose from a wide range of pets to share your adventures