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Haladoon

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Haladoon

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63 comments

  1. Haladoon
    Haladoon
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    This started out as a really simple mod, didn't think so many people would like it. So There are few requests I have, was wondering how everyone would feel if:

    1. I named all dogs unique names.
    2. Made all dogs follower capable.
    3. Gave each Jarl a dog.

    Let me know what you guys think, because I don't want to make too many versions of this. If this is really a demand, I can work on it this week and have it out by the weekend sometime. Thanks!

    UPDATE: Okay so not adding dog followers, but everyone seems to enjoy custom names. I'll do that, I will also make the dogs essential so they don't die. If you want them killable, go find a mod that thinks killing dogs is cool, or just use the default version. xD

    The Jarl Dogs will be optional upload. Thanks for the feedback.
  2. sporaeternum
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    Just discovered the mod. Looks cool it add some life without putings dogs everywhere. Thanks.

    By the way, are you a cat lover? Maybe have you considered doing something like this for cat? There isn't really mods with few cats addeds in cities.

    Bye
    1. Wolfpack49
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      https://www.nexusmods.com/skyrimspecialedition/mods/37250
    2. sporaeternum
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      Yes but it add a building for buying cat and all the petting thing. Would like to have something like Haladoon's. A few cats roaming in cities, nothing more.
    3. Wolfpack49
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      You can turn all the extra stuff off in the mcm.
    4. KaidanTheAccursed
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      Go check House Cats - Mihail Monsters and Animals , I think that's exactly what you're looking for ! Mihail's cat model is really great, and his simple mod adds a few of them wandering in cities. They are completely passive, will free from any combat, and iirc they are not set as essentials but will respawn.
  3. Wolfpack49
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    Hey there -- just created a patch for Open Cities.  Let me know if it's ok to post, and/or if you want to host it here.
  4. daniellmota
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    Hello Haladoon.

    Can you please launch a version without bark changes? 
    I like the original barks i don't want to lose it, and I want this mod too:(
  5. TeaMistress1
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    Great mod. I really like the variety of dogs and the addition of new dogs in places where it makes sense there would be some. The only thing I'd change would be the silly names, like Trumpy and Dragonborn Jr.
    1. TobesMods
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      I changed a few of the names using SSEEdit. Under Actors, you go to the dog you want to change and find the entry that says FULL - Name. Trumpy is now Bear, Tory is now Ghost, Sneaky Mcthief is now Autumn, and Dragonborn Jr. is now Ember. :) I also changed Siegfried to Olaf, after Olaf One-Eye (just because).
    2. erimari
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      I wasn't going to use this mod until I saw your comment and realized how easy it was to change the names. Thank you!
  6. Mercury71
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    Graet mod! Love it. :)
  7. ntblood
    ntblood
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    I think this mod is incompatible with Husky replacer mod. Textures are mis-matched at Talos shrine. Any ideas?
    Thanks
    1. Haladoon
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      That mod completely changes the nif file for dogs. So it would most likely effect my mod as I only replaced textures. I could possibly go in and revisit the mod and give the Jarl dogs their own stand alone nif based on vanilla. Or I could possible download the husky mod and make a patch to fix Jarl dogs but not vanilla ones if I added any. I will try to take a look at what is going on with it sometimes soon. I'll have to open this mod again and see what I did because it was 4 years ago and I was only starting out with modding.
    2. DaWolfMan
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      Yeah, having this same issue. A temporary workaround is to rename all the files in MO2Install>mods>Haladoon's Dogs of SSE>textures>Actors>dogcolors to "dog.ddsx" and copying the texture from Tamaskan Dog Replacer (textures>actors>dog) into dogcolors 5 times. Then rename the new textures so they match the files already there without the "x" on the file extension. Problem is you lose the lovely coloured textures from this mod but I prefer it to disabling one for now.
  8. Schippah
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    Thank you, love the extra dogs <3
  9. JetGirlDF
    JetGirlDF
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    Can your creature mods be safely merged together?
  10. MichikoUnknownFox
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    Dunno if the author (or anybody) is still interested in working on this, but compatibility with Open Cities isn't about conflicts: it's that Open Cities gets rid of the worldspace towns (that you teleport into when you activate the gates to them in vanilla) and moves that all outside into the Skyrim worldspace. The dogs will still be spawning just fine, but they'll be spawning inside the vanilla version of the city, along with any other mod-added or edited NPC that isn't patched to work with Open Cities. All the other NPCs are in the Open Cities version of the cities.

    To make them work, the spawn points of the dogs need to be moved into the Open Cities worldspaces. It's not hard if you know what you're doing. Unfortunately, as far as I can tell, this can't be done via xEdit; it needs to be done in the CK properly, loading Open Cities as one of the masters so you can see the Open Cities in the Skyrim worldspace.
  11. TheFireHorse
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    Love, love this mod! Characters like Jarl Siddgeir would speak of having hunting hounds and I'd just be like 'Soooo... where are they then?'
    This mod adds immersion which I greatly appreciate however, the names of the dogs are quite... immersion-breaking. I wish they were more lore-friendly, that's my only complaint.