awesome mod... but it gets better... since i have jackalheads playable creatures and it uses the same skeleton and all that as the other wolves i can actually play as the little bugger... NOTHING can stop mayhem and his older/younger/same-aged brother/sister/colleague/unrelated look-alike!!! nothing i say NOTHIIIIIING!!!!!
now to wait for someone to make a shambles mod that actually looks like my old pal...
i will definatly look out for this mod in the future. looks great already, but i think a higher resolution and some more special details, maybe even a costum model would give this lovely bad boy the fearsome aura that he deserves. cheers! Edit: oh i almost forgot, he is a non-replacer, as far as i undertsand, right?
A wonderful mod. It's nice to see my best buddy from Oblivion in Skyrim. I have a problem with newest version of this mod though. Once Mayhem is dismissed, I am not able to recruit him again, he just won't follow. I've had this exact problem with the animal follower mod I've been making, so I guess scripting is a culprit. I've picked the "man voice" version for now, works for me, however odd it may seem. Endorsed.
I only vaguely remember this part of SI, but I think this is neat. I will use it for my necromancer playthrough. Also, don't let anyone discourage you from modding, or anything else for that matter.
I tried for the past 3 hours to get a dog voice to work for you. Apparently, what I've found on the web, is that my Creation Kit is screwy and I need to reinstall it because it's not reading the TESV Papyrus flag. But here is a link to the video I was following if you want to take a shot at it -
https://www.youtube.com/watch?v=hGszaPLobhg
I've also taken the liberty of copying the txt document that is no longer available through his link. Hope this helps, the dog looks great.
Dismiss Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname "Name Here" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (pDialogueFollower as DialogueFollowerScript).DismissAnimal1() ;END CODE EndFunction ;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Quest Property pDialogueFollower Auto
Favor Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__000E1566 Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE akspeaker.SetDoingFavor() ;END CODE EndFunction ;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Follow Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname "NAME HERE" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as DialogueFollowerScript).AnimalFollow() ;END CODE EndFunction ;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Trade Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__000E26F7 Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE akspeaker.OpenInventory() ;END CODE EndFunction ;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Wait Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname "NAME HERE" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as DialogueFollowerScript).Animalwait() ;END CODE EndFunction ;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
I'm so glad you just sent over that .txt document! Seriously, thank you! I've actually tried out that video tutorial before but it didn't work out so well. I just gave up and hoped someone here would help. And there you are! This time, I actually got the dog dialogue to work. I'm going to update the files soon. Thanks again for spending time on helping me. I really appreciate it.
20 comments
now to wait for someone to make a shambles mod that actually looks like my old pal...
He looks chilly...Needs a nice widdle crocheted sweater..you know, in bright yellow/sky blue/pink!??
Nice work!
Edit: oh i almost forgot, he is a non-replacer, as far as i undertsand, right?
https://www.youtube.com/watch?v=hGszaPLobhg
I've also taken the liberty of copying the txt document that is no longer available through his link.
Hope this helps, the dog looks great.
Dismiss Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname "Name Here" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(pDialogueFollower as DialogueFollowerScript).DismissAnimal1()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Quest Property pDialogueFollower Auto
Favor Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__000E1566 Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akspeaker.SetDoingFavor()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Follow Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname "NAME HERE" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as DialogueFollowerScript).AnimalFollow()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Trade Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__000E26F7 Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akspeaker.OpenInventory()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Wait Dialogue
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname "NAME HERE" Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as DialogueFollowerScript).Animalwait()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
I've actually tried out that video tutorial before but it didn't work out so well. I just gave up and hoped someone here would help.
And there you are!
This time, I actually got the dog dialogue to work. I'm going to update the files soon.
Thanks again for spending time on helping me. I really appreciate it.