Skyrim Special Edition

912 comments

  1. PaleNoises
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    If you run into an issue, have any gripes with the mod, or have a cool idea, then just bring it up. I can't read minds, so you gotta speak up
    if you want to be heard.

    ---
    11/02/2022
  2. PalavanDrakon88
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    Do I need a new save for this mod to take a effect? Or will it take effect mid play though?
    1. PaleNoises
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      The mod should take effect mid playthrough, but you may experience some issues if you've already met up with the vanilla dogs.
  3. Narutofoxlover
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    I’m considering whether or not to use the Xbox version of this mod over on Bethesda.net. But I also really like the dogs in Dogs of Skyrim ( https://creations.bethesda.net/en/skyrim/details/6460/Dogs_of_Skyrim_ ) Do you think the mods would be compatible with each other or will I have to choose between the two? Or perhaps would it be possible to eventually make a patch so this and Dogs of Skyrim could work with each other if they don’t already? 
    1. PaleNoises
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      Both mods edit a lot of the same stuff, so you may experience some strange things. However, I think you could probably get away with just loading attack dogs after dogs of skyrim. That should get you all of the custom pets from dogs of skyrim and all the features from attack dogs.

      I took a quick look through the original mod from Ichibu and most of his custom pets use templates and the base dog race which I've edited in attack dogs, so they should work together. The main downside is that there are several pets which use custom races and wouldn't benefit from certain features such as scaling when they level up or custom abilities, which would leave them comparatively underpowered in combat if they ever ended up having to fight another dog.

      As far as a patch goes, I'm not sure if I can make one or not. The version of dogs of skyrim that Ichibu created for pc stopped at version 2.0, the one on Xbox is 2.0.1. If there's any major differences between the two mods then there's likely some things that can't be patched because I don't have access to the pc version that Vexona used when they ported the mod to Xbox.
    2. Narutofoxlover
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      Okay, thank you much for responding. I’ll definitely be seeing how they both work then. Pretty much the only reason I was considering using Dogs of Skyrim in addition to your mod was the additional dog breeds so I’m glad to know that they should be okay enough together. If things get too wonky I’ll just have to remove Dogs of Skyrim and stick with your mod by itself.
  4. ncnlcss
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    I found one of those unique named dogs and made him my follower, but he barks loudly a bit too much for my taste especially as i wanted to take more dogs as followers, is there a way to make them bark less? Or mute them aside from combat sounds. Thanks for making the mod.
    1. PaleNoises
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      I think the Quiet Dog mod should solve your issue. It used to be linked on the front page as a recommendation, but I haven't gotten around to fixing the page yet. My health has declined over the last few months, so I don't have a lot of energy right now.

      Glad to hear that you're enjoying the mod. Once I start feeling better and my schedule clears up, I don't think it will take too much longer for the final 1.0 update. It's mostly just some bug fixes and a graphics update.

      For 2.0 I'm planning on starting over again from scratch. There's a lot of improvements that could be made for this mod and it's much easier to just work from the bottom up, rather than search through stuff and try to remember how I set it up several years ago. Got any suggestions for the future?
  5. KazMiller
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    For some reason I'm very excited for the new version of this mod. I've been checking this page from time to time for about a year now. I'm not even a dog person (sure, I like dogs, but I like cats more), but something keeps me interested in this particular mod. But so much time has passed since the last major update... How're things going? Do you have an estimated release date for the 2.0 update?
    1. PaleNoises
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      At the moment I'm trying to put the finishing touches on my race mod's newest update, hopefully I'll be done by Christmas. For attack dogs, the current plan is to release a final patch for 1.0 in the next couple of months, likely around February or March. It will address any major issues that I've been made aware of and update the graphics of a large swath of animals. It's also possible that I'll release it sooner though, it all depends on how things progress during that time.

      The new 2.0 stuff will be probably be released sometime in the latter half of 2024, you'll likely need to start a new game or use a save cleaner for 2.0 since I'll be replacing large chunks of the mod. I'm even planning on creating new custom models for various animals, which is something that I haven't bothered doing in years. Usually I just borrow models from other modders and retexture them, this time I'm going to be able make things look exactly the way that I want them to look. Before I start work on 2.0 though, I'm going to create a general creature overhaul and use it as a sort of testing ground for feedback on the new features that I plan on putting in the overhauled version of attack dogs.

      The remaining plans that I have for 2024 are to update my aetherial staff mod, I kind of forgot about it and moved on to other projects. There will also be a perk overhaul and a magic overhaul to go with it, I've been writing down ideas for them on and off for the past couple of years. It's sort of like adamant and mysticism, only these mods will make a lot of changes and add new mechanics. 2024 is the year that I channel my zodiac sign and become the metal workhorse!

      If you have any suggestions or gripes, now would be the best time to speak up about them.
    2. KazMiller
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      Oh, thank you for such a quick and detailed reply! Creature overhaul with new creature models sounds especially interesting for me, I'll be looking forward to it. I hope you will make everything you've planned.

      As for suggestions... Generally, I rarely make suggestions and mostly satisfied with the mods being the way their authors envisioned them, but since you asked, I'll think something up now. First what comes to my mind - I love big sprawling perk trees, that's why I still use Ordinator, though the mod is old. I was going to try some new perk overhaul, but their "vanilla+" perk trees look tiny compared to Ordinator's, so I never bothered to even install them. I know that "more" is not necessarily mean "better", but it's just how I like my perk trees, so if your perk overhaul would have big perk trees, it would definitely make me more interested in it. And for race overhaul - right now I'm using Aetherius, but your Paladium seems very interesting. I haven't even noticed it earlier... There are cool stuff there. But I think the mod page lacks more screenshots and the description lacks decorative stuff - you know, like more popular mods have. Make the page more flashy, add color, hide less stuff under the spoiler tags... And most importantly - more screenshots. It would appeal to our stupid monkey brain and make people notice your mods more. Also... Next thing is just for me. It would be nice if Palladium had a patch for "Charmers of the Reach" - it adds beautified versions of the vanilla races, so race overhauls don't work on them without a patch. I plan to play as a dunmer from that mod, so there's no sense for me in installing Palladium if it has no effect on the race I play.

      I think it's all I have in mind. I'm still in the process of assembling my perfect load order, so starting a new game is not a problem - I heven't really started playing for about two years now
    3. PaleNoises
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      I'm with you on the perk trees, I could never really get into the vanilla+ craze, it's too tame for me. Don't get me wrong, I think SimonMagus does great work, but a lot of his stuff doesn't really appeal to me outside of a select few mods. What I liked about Enai's original sets of mods was the variety of unique and crazy things that they let you do. Vokriinator black would probably be the closest description to what I'm trying to create. I'm mostly trying to make gameplay changing options for perks and relegate things like damage scaling to your weapon or destruction skills. Want to deal more damage? Swing your sword or cast a spell and your damage will increase.

      The old 1.0 version of palladium used to have a patch for charmers of the reach. I guess I forgot to update it to 2.0, thanks for mentioning that. I'm a pretty scatter brained person so I tend to forget a lot of stuff unless I'm reminded.

      Compared to most other race mods, it's one of the more unique ones out there IMO. One of the main differences is that your race isn't the only deciding factor for your racials. After character creation you can choose a sort of sub-race which will give you one of several sets of abilities, for example most of the dark elf houses and tribes can be selected and they're all different. I think there was around 25 options across all races in the current version. Initially, I just created the mod as a way to learn to script better. The mod has grown far more than what was originally intended though, I ended up having a lot of fun with it, so I kept adding stuff.

      I definitely dropped the ball in regards to the media side of things. In the video section there's a showcase of the mod that some youtuber made and a video of one of the flashier abilities that the indoril dark elf option gets but that's about it at the moment, it's pretty barren. The screenshots in there are mostly just to show proof that I'm actually developing the mod and not just getting people's hopes up about requested features without delivering on them. I'm planning on adding a few more screenshots with some actual substance once I've released the next update.
    4. KazMiller
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      Cool! I wanted to try Vokriinator, but I decided that I don't want to deal with its compatibility patches. I would definrtely install it if it was all in one package. Also, it just came to my mind, it would be nice to have the version with perk descriptions for Animated Armoury - so that one-handed and two-handed perks that are depended on the weapon mention not only swords, great swirds, axes, battle axes, maces and warhammers, but also rapiers, pikes, claws, whips, halberds and quarter staffs. Maybe even a version with unique perks for new weapon types, but I don't know if it's possible because technically Animated Armoury uses vanilla weapon types, just replaces icons and animations.

      Thank you, I'll be waiting for the patch and for the update. Yes, I've seen the sub-races thing, I like the idea very much, it's good fore roleplay. Like, I will not only be able to think about my dunmer as of house Redoran descendant, but also see it in effects menu and see it affect my gameplay. It's brilliant! And I just thought about it - maybe add different icons to effects? Different icons for different dunmer houses and tribes, for example. Or just compatibility with I4 racial abilities icons. I just love interface stuff
    5. PaleNoises
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      I hadn't considered it, but adding support for animated armoury isn't a bad idea. I love using halberds, so that mod never leaves my load order anyway. I even made a compatibility patch for whips from animated armoury and precision a while back.

      There's several abilities that have custom art for the part that hovers over descriptions, no custom icons though. I wasn't even aware of that mod before you brought it up. I'll have to look into it at some point, it seems like a cool idea.

      For example, the dunmer have these floating over their house descriptions. I also made it into a resource mod, but I don't think anyone has taken advantage of it yet, so I'm probably the only one using these at the moment.

    6. KazMiller
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      Yes, I have your compatibility patch installed, thank you for it! It's a must-have for me, as I have both Animated Armoury and Precision.

      You didn't know about I4? It was on the top of the main page at some point, it's a very useful framework for icons. Definitely look into it, maybe you could add custom icons not only for racial abilities, but also for spells end effects from your upcoming pers and magic overhauls. Maybe custom icons for dog summons too? And for items, if some of your mods have unique items. As I've said - I personally love interface stuff and I just install every new icons mod I see. I even almost installed some magic pack mod only because someone did a mod with new icons for it, but I had to stop myself and remind me that I already have more than enough magic mods.

      And I've seen your banner resource pack, they're beautiful! I was wondering if some quest or location mod uses it, but I haven't noticed your resource mentioned anywhere in credits section. Though I can't say that I usually read credit sections very carefully...
  6. MikiMosky
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    Hi. Nice mod! I would like to just have the levelling part, how can I remove the custom dogs and textures?
    1. PaleNoises
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      You would need to open the mod with xEdit and remove them manually.
  7. SmartMaya
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    Hey, think I may have found a bug with this invisible doggo in Redwater spring. I have no other words to describe it lol I just saw this really weirdly shaped block of ice come towards me, get knocked down then ice melted away/evaporated. I then started getting damaged by this invisible dog I used TDM lock on to see what was hitting me and surprise surprise it was the death hound lol . my mouse cursor is hovering over the dog right now as I'm typing this lol, it's inventory is empty. This invisible dog is right after you open the first door into the springs, just before you go into the red water by the coffins with some  of the vampires chilling around. 

    I resurrected it using vampire lord form, clicked on it with more informative console here's the details:

    base form id = 02008d79
    ref form id = fe055e3f
     
    I'm saying this might be a bug caused because more informative console says ref defined in hand placed enemies. Not sure to write this comment here or over there since your mod does change and overhaul the dogs otherwise though 10/10 mod. 

    Is it also normal for that dog in the cave when you first go see Serana to be fighting the vampires? Sometimes I'd already see the dog dead or afk in some corner or helping me fight them ahha
    1. PaleNoises
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      That definitely sounds like a bug, there shouldn't be any invisible death hound npcs. The ice block may have come from one of the death hound's new spells. I can't remember the exact number, but I recall giving them several custom ice abilities to go with the base ones that Bethesda created. I'll make sure to look into it when I have the time.

      I assume you mean Freesia, the wolf at the entrance to Dimhollow Crypt? She was meant to be Vigilant Tolan's pet, she's guarding his corpse from the vampires. I did a poor job of showing it back then and dropped her into the the cave next to him without providing too many clues due to a lack of skill.

      I came up with small backgrounds for most of the custom pets that can follow you around but wasn't able to implement them at the time, I didn't know much about creating quests or custom behavior. Some pets even have a couple of leftover hidden requirements that you need to meet before they'll pal around with you. The requirements were supposed to be revealed with clues around the area or through quests but I never finished them, you can see the requirements in the manual or in the Custom Pet Locations article.

      Immersion was one of the things I was planning on improving once I started work on version 2.0 of the mod. I've gotten about 5 years of experience since then, so I'm pretty sure I can manage to get the original intent across this time. The current update that I'm working on will address a lot of the longstanding bugs and upgrade the graphics for a lot of animals, if everything goes well it should be ready around the first quarter of next year. Once that's done I'll start work on version 2.0 at a later date.

      Thanks for bringing this stuff up.
    2. SmartMaya
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      Thanks for the reply. I wrote a comment to the Hand Placed Enemies - More populated spawns dungeons page asking if they had any idea since their mod was referenced but they said it wasn't related to them and couldn't help me too much. I'll do a reinstall and chalk it to skyrim being skyrim.

      Yeah Freesia, sometimes she's already dead :( when I come in. All the best for your future update though  
  8. Mari2130
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    For some reason this mod makes my game not load (not CTD) even with patches installed, but I have like a s#*! ton of mods so maybe that's why. I see you're working on an update still so I'll track it and wait.
  9. DeXCVII
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    This maybe an idiotic question but, after a doge dies. Does the summon spell revive them or are they perma-dead? I've accidentally killed Fjola, Skeith, and a second ago Hati. If they are perma-dead I guess it's fine...I just want to know. I just get emotionally connected them. And they jump at an enemy at inopportune moments while I'm firing off an arrow and it cooks them. And then I think like wait I have Summon X spell and get nothing but their corpse. 
    1. PaleNoises
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      They're dead, but not quite gone. You may be able to summon their corpses and revive them with the console or one of the npc revival mods.

      If the friendly fire perk was working properly they wouldn't have died at all, that's one of the things that's getting addressed in the coming update.

      Later on down the line, once I start adding new features, I don't mind creating an option to toggle their status to essential from protected, that way it wouldn't be an issue anymore. I think Nether's Follower Framework may have had that feature, it's been a while since I last used it though so I'm not really sure. You may also be able to use the console to do it.
    2. DeXCVII
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      That sounds amazing can't wait to see what all comes with the update.

      and Yes NFF does have that feature. The problem is I think it is set to were If your followers are low health you can kill them but enemies can't. or that might be a setting in the mod.
  10. CometStarDraggin
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    Hello, I first want to say thank you for scaling the dogs in skyrim. I was always hesitant to bring a canine companion with me on adventures because of how weak they were. now they actually have a chance against the enemies I encounter.

    But I'm running into an issue where my canine companion freezes when fighting an enemy or taking damage in any way, I know this was addressed before in the FAQ so I tried using the RESET spell and it just doesn't do much outside of letting my pup move again until they get hit. It becomes even more of a problem sort of because this mod effects another one of my magic spells mod where it adds a special conjure familiar wolf too.

    The only mods that I have that effect dog's AI are NFF and A dog's life but I made sure this mod was overwriting them both. Would there be another way I could prevent this from happening on my part?
    1. PaleNoises
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      I'm not really sure of what you can do to fix the core problem on your end. I run into this issue occasionally as well, with npcs from this mod and other npcs which aren't touched by it. There's a thread about this subject in the bugs section called "Frozen Dogs". According to one poster in that thread, this is a vanilla bug that most people don't notice because they fast travel fairly regularly which causes the AI to reset. Whether their claim is true or not, I can't really say. According to a quick google search, there's other people who have this issue as well which makes me think that the poster in question was probably right.

      I have some ideas that I'm planning on trying out when I start fixing bugs for the final 1.0 update before I start working on the 2.0 version, but I'm not sure if any of them will actually fix this problem or not. One of the ideas was to see if I could periodically refresh their AI with a script. Before I get around to fixing this mod, I'll have to finish the update for my race mod first. I should be done with my race mod around November or December if everything goes as planned.
    2. CometStarDraggin
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      Oh, I see. I was wondering if the frequency of me running into my problem could've been on my end due even a load order or conflict issue but makes better sense to me. (One reason I thought it was a me issue is that it also effect my Chaurus follower from another mod) I can't be sure it's a vanilla bug since I never rain into this issue in vanilla skyrim myself but I'm not too informed on that either. 

      Take your time! I hope your race mod is going well :)
    3. PaleNoises
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      I don't recall ever running into the freezing issue during my original play through, it's been about 12 years or so though, my memory of the event probably isn't reliable. Just a random thought, maybe having too many mods at once is what's causing the issue, sort of like a script lag situation.
    4. CometStarDraggin
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      This is super late since I wasn't playing Skyrim for a bit but I believe the Chaurus mod had nothing to do with your Attack Dogs mod since I tried playing a bit without it and I was still running into the same issue. It may be due to scripts but also I think it could be an animation issue.

      Also I noticed that further down you mentioned there was issues with NFF and Attack Dogs so I probably will reorder their plugins and see if that does anything. I thought I should reply back since the mod I mentioned wasn't due to yours. ^^; (Also I realized the Summoning spell I was talking about was actually the Spectral Wolf from Attack Dogs and not from a different one, lol)
  11. SmartMaya
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    vick likes to pick fights with my followers, he lost... I am running NFF but I make sure to put the ignore token on all my modded followers.
    1. PaleNoises
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      It's been years since I last used Nether's mod, but I do recall running into a similar problem. Unfortunately, I'm not too sure on how to fix the core issue at the moment.

      The best advice I can offer is to throw the coin on the ground and then have the dog pick it up using the follower commands, not through dialogue. By doing it this way, the coin will go into the dog's true inventory, rather than cloud storage. When I originally created this mod, I was having issues with dogs equipping random items. This would sometimes cause them to not attack during combat, so I gave them cloud storage inventories instead of letting the player have access to their actual inventory. I have no idea if this will actually solve your problem or not.
    2. SmartMaya
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      Sweet thanks for the reply. With the dogs added in factions like the vampire or the dawn guard, I do feel kind of bad when you have to put them down, any ideas on what to do?
      I usually just have to kill them off myself since with the allied npc's in my case when attacking the vampire castle followers and such wouldn't fully kill the dogs so I'd have to do it or else the dogs would recover and go after me haha. Vick and dogs added in to vampire faction had to be put down :(
    3. PaleNoises
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      Changing their factions with the console is the easiest option. Every other idea that I have would require effort.

      If you don't feel like killing the dogs yourself, it's possible to set up the dogs to lose their protected status if you happen to be a member of the opposing faction, which would allow other npcs to kill them, it would take some scripting though. Protected status doesn't always seem to protect the dog in every situation, back when I had NFF installed, Lydia and a couple other followers managed to kill a few of my dogs at different times.

      The last idea would be some kind of redemption quest to tame and remove dogs from opposing factions and then bring them over to your side. That would require a fair amount of work though if I wanted to make it immersive.

      I'm always up for suggestions for future updates, if you've got ideas feel free to bring them up. It's not guaranteed to make it into an update, but I'm always willing to listen and talk about it when I have the time.