Valheim
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52 comments

  1. rillian08
    rillian08
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    I'd love to see a few extra commands in this mod. Having wolves jump/howl/attack what the cursor is on would be great, but most importantly, a sit command. I can't even tell you how many times my wolves have walked into fire, attacked something I was trying to sneak past, shoved me away from the forge when I'm in the middle of crafting, wandered too far away to find them...all easily solved if I could just get them to stay in one place! 
    1. Astevus
      Astevus
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      Interesting. I'm not up for creating a new 'sit' animation, but it might not be a big deal to create a new command to keep wolves in one place. Maybe 'hold'. I'll look into it. Directing wolves to a specific target will take more investigation. Thanks for the ideas!
    2. Astevus
      Astevus
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      WolfPack now includes a "Strict Obedience" configuration. You can set the distance creatures wander when "Stayed". A setting of 0 (the strictest) will keep them in one place. A low number will contain them in a small area.
  2. meldurson
    meldurson
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    Hey, would it be possible to add an * before a name in the trainable creatures? For example Spiders are RRRM_IceSpider_DoD, RRRM_FlameSpider_DoD, and RRRM_TreeSpider_DoD, similarly wolves added by RRRM are *Wolf
    1. Astevus
      Astevus
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      I was already looking into additional wildcard or prefix filtering support. Soon. Thanks for the suggestion.
    2. meldurson
      meldurson
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      Awesome!
    3. Astevus
      Astevus
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      I added the additional wildcards - the mod now supports leading and/or trailing asterisks - starts with*, *ends with, and *contains*. It also will find creatures from their name, display name, or prefab name.
  3. skyrimfoxmods
    skyrimfoxmods
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    Hi!

    Really cool update man! I was only expecting a simple update by calling all tames but instead you gave us more :D. I have one problem though, I am not able to call the rrrn_npcs but was able to cycle through the other tames. As far as I know, the id prefab name to spawn the rrrn_npcs is the same id to be used in the wolfpack config right? And where do I actually see the prefab names when I check the LogCreaturesName box so I can double check if I was using the right name for the custom npcs (sorry really noob here when it comes to coding :D)?

    Edit: I figured it out. Saw your example about the npcs and it should have the same prefab name without the RRRN_ :D. 

    This seems to be already a polished mod for me but do you have other upgrades in mind to add to this mod? Oh I almost forgot, it would also be nice if the settings will update without having to restart the game when using the Configuration Manager.

    Cheers!
    1. Astevus
      Astevus
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      Thanks again for the feedback. I'm working on support for multiplayer. I'll look into the dynamic config. This is my first mod so I'm still working my way through the frameworks. 
    2. Astevus
      Astevus
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      I took your suggestion about in-game configuration. With 0.9.7 you can use Configuration Manager to update the config, then force WolfPack to reload using  a chat command: /wolfpack config. You can also change a number of settings 'on the fly' directly with a chat command. I added local multiplayer in 0.9.6 with multiplayer audio (for the wolf call) in 0.9.7. Thanks for helping make it better!
  4. Amynicole8715
    Amynicole8715
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    Gonna be testing this on a mp game (non-dedicated) anything I should know specifically with regards to limitations? As of now everyone has the same mods installed.
    1. Astevus
      Astevus
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      Sorry but no mp support yet. Right now clients cannot update the AI Follow behavior. I'm working on it!
    2. Amynicole8715
      Amynicole8715
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      Awesome!
    3. Astevus
      Astevus
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      Added local multiplayer support with 0.9.6. Please try it out and keep me informed. See the multiplayer section on the main page doc for limitations and known issues.
  5. skyrimfoxmods
    skyrimfoxmods
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    Hi!

    I was just about to suggest an all tame call but you already had it covered :D. So my other suggestion is to use the center screen to announce what creature type you are calling instead of the upper left screen area. The messages showing at the upper left corner seems to have a small delay while the center screen text does not (for better visuals as well). This is true when you use the command follow and stay.

    Cheers!
    1. Astevus
      Astevus
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      I'll try out the center text - maybe make the location configurable. Should have multiplayer support sometime this week (I hope) - at least with a local server. Too bad I have a day job ;)
    2. skyrimfoxmods
      skyrimfoxmods
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      Anything will do actually as long as there is 0 secs delay with the text message :D.
    3. Astevus
      Astevus
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      Moved the default creature rotator text to center screen. Thanks for the tip! Works much better. Added local multiplayer support too.
  6. Zerafas
    Zerafas
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    I'm having an issue trying to change the key binds for the command hotkeys and they don't seem to want to update or work other than the default ones. Any ideas? Cheers, awesome mod btw.
    1. Astevus
      Astevus
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      This is a confirmed defect. You can track this on the Bugs tab. I'll fix as soon as I'm able.
      Edit: Fixed in release 0.9.5
    2. Zerafas
      Zerafas
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      Cheers mate, awesome work
  7. eristid
    eristid
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    Bears don't seem to follow, i added them to config list, wolf,bear,lox - no go.. i have added wolf,bear,lox.*
    something i'm doing wrong?

    1. Astevus
      Astevus
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      Looks right. I'll try this again and let you know.
      Edit: Seems to be working. Did you toggle to select Bears? If you are using the mouse wheel (default), hold down LAlt-U and spin the wheel until you see the "Bears" in the message in the upper left message box. If you're configured for the keyboard only, keep pressing LAlt-U until you see "Bears" 
    2. eristid
      eristid
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      oooooooooooh my bad did not realize the needing to switch focus, thanks i'm sure it'll work now!
  8. mch73
    mch73
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    I'm very satisfied with your idea. If possible, can you make it so that it's not Toggle Key? In other words, please set the calling key and the resting key separately. That would be even better, and I need it. I will use your program well. Thank you always.
    1. Astevus
      Astevus
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      Hi, thanks for the feedback. You're the second request to not use a toggle, but a separate key to rest. I would have thought one key would be less complicated, since the pack can only be in one state or the other. I can investigate adding a configuration item to use either one key or separate keys.
    2. Astevus
      Astevus
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      Version 0.9.4 now has the option to configure Follow and Stay keys separately. Please see the configuration details. Thanks for the suggestion. Have fun!
    3. mch73
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      Thank you. I've been waiting for this. I've downloaded it now, and I'm admiring your clever and smart way. I'll use it thankfully. You are a talented person. See again. 
  9. eristid
    eristid
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    Can you add this for the bears mod as well? they seem to be reskin of wolves but the mod does not work with them, just something cool if you can do it.
    1. Astevus
      Astevus
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      Thanks for the suggestion. I will take a look at that.
    2. Astevus
      Astevus
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      Version 0.9.4 works with Bears (and all other tamed creatures). Thanks again for the suggestion!
    3. eristid
      eristid
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      amazing, thanks for the efforts!
  10. Amynicole8715
    Amynicole8715
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    I really like the idea of this mod, is it at all possible to expand it to have the ability to filter which wolves you want to follow? Kinda like Ark tame groups
    1. Astevus
      Astevus
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      Thanks for the idea. How do you propose discriminating between wolves? By name? By level (one star, two star)? Something else?

      If you're referring, however, to applying this for lox & boar - that can be done, but since those creatures don't follow 'naturally', without a mod, I didn't add them. I will look into this as a possible config for a future release.
    2. Amynicole8715
      Amynicole8715
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      Maybe via a ! or * added to a name or something like that, like if {wolves} has {*} then ignore whistle


      PS speaking of lox, Being able to stop them from moving would be nice (lost 2 at sea because they left the boat to chase). 
    3. Astevus
      Astevus
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      I took your suggestion and added the ability to filter by the number of stars. Let me know what you think. Please note the filter applies to all creatures, so you can't control 2 star Wolves and 0 star Lox with the same configuration. Maybe in the future!