It would be really cool if compatibility with Missives was developed, for example. After taking on a job to locate a criminal, the player would go to the steward and receive a piece of clothing or other object belonging to the criminal. From then on, the dog would be used to track him.
It is a cool idea, but ownership in game is assigned to a base actor not their references, and all fugitives in Missives share the same one base actor, which means these non-unique NPCs are indistinguishable through checking the ownership. Such a compatibility patch might be more about redesigning the fugitives and their quests.
So you can't do it trough ownership, but from what i understand from changelog search and track future uses refID anyway. So couldn't we get a dialogue option with the steward that would just start tracking? Just pretending in dialogue that we gave the dog somthing to sniff?
Yeah, it can be done in this way but then I think it could be a completely independent mod, like an enhancement to the Missives' quests. It will no longer need these requirements, and maybe not even this mod is needed for these tracking.
Anyway, thanks for the suggestions, I'll update this mod if I think about some more universal solutions.
great idea! would love to see more features added to make it easier to use or integration with follower overhaul mods also, the dog could probably run slower, but that's a personal preference
Thanks! I'll see if I could think about anything that is not implemented in other mods and fits this mod. Currently the usage is almost the same as the vanilla "I need you to do something" command. I guess my writing just made it look too complicated:)
Wonder if there's a way to make this work differently in VR, like say grabbing an object and putting it in front of your dog's nose so they start tracking the scent. There is already a VR mod that allow you to hand stuff to followers by grabbing their hand and physically dropping an item into it.
I think it may be possible. In this mod, when you choose the dialogue and start selecting objects, all activation actions on objects are replaced with a new one that runs the tracking script. I have no idea about how activations work in VR, but if you can activate a thing while holding it in hand, then you can try to command your dog, grab an object and then activate it under the dog's nose. And to set the dog to sniff the object automatically, I think it could be done by adding a script to call Activate() on player when the object is close enough to the dog. I'll check if I could do the distance-based sniff part later today.
Edit: did some testing and it turned out the activation process is not as simple as I expected. If I am able to figure it out, I'll update a new version and hopefully it'll work better in VR.
Sorry I have no idea about mods for Enderal and probably I am not able to dig into it for now. I guess the dog voices and follower functions are the same as vanilla Skyrim. If so, then it should just work as long as all the required mods are also compatible with Enderal. If the Enderal dogs are just using new dog voices, it is pretty straightforward to make a patch (I added a patching tutorial in the description under the compatibility part).
MAKE IT IRREPLACEABLE BY DEVELOPING TRICKS (COMMANDS) SUCH AS ATTACK ON COMMAND, FETCH WOULD BE LOOT, SIT AND STAY ETC. I BELIEVE THIS CAN BE A PERMANENT BETHESDA MOD. :-)---
Thanks for the suggestions! I think most can be done with the vanilla "I need you to do something" dialogue (or maybe it is enabled by NFF). Also in video of DarkFox127's Busy Follower Framework, I see there are some more commands for dogs.
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Anyway, thanks for the suggestions, I'll update this mod if I think about some more universal solutions.
also, the dog could probably run slower, but that's a personal preference
Edit: did some testing and it turned out the activation process is not as simple as I expected. If I am able to figure it out, I'll update a new version and hopefully it'll work better in VR.