Oblivion
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scarycave

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scarycave

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About this mod

Adds a recruit-able canine, a unique weapon, hidden treasures, and a cabin south of the Weyen Priory.

Permissions and credits
//Shivering Isles V4//
*Warning* House world space has been changed...do not install unless all items stored in the house are removed and that you do not load a file saved in the house.*
Mesh files and textures have also been renamed. Texture packs will not work unless renamed and moved to the new folder.

-Dog is found north of Bruma, Go out the north gate, travel West along the path, near the castle wall, a message-box will come up when your near. If you are using V3 he will have to be recruited again. His level should not reset.
-The Cabin has been moved to North of Bruma, and is now a Lower-Class Bruma House.
-Dog now has better working spells.
-Dog can be fed certain foods for temporary buffs.
-Dog now has a 10% chance of knocking down enemies.
-Bone Sucklers can be fought at the Garden of Flesh and Bone. (Must defeat the gate-keeper to get them to appear.)
-A monster can be found in Longtooth Camp.
-A monster can be found in Hard Scrabble Camp.
-Dog now flees from combat correctly.
-New Weapon and equipment added.
-Please notify me of any problems or installation difficulties.

//Shivering Isles Version V3//
-House items are no longer owned.
-The Swift-Sword can be found in the house, inside a locked-display case.
-The Dogs name changes to [Your Name]'s Dog upon activation after purchase.
(Pressing [Space] on him will trigger this if you have bought him in an earlier version.)
-The Wanderer no-longer dies. (Or gets disabled)
-A disposition requirement is required to bring up the dog purchase topic.
-The wanderer now travels to more places depending on the day.
(Greymare in Chorrol, Fort Carmalla, Fort Empire, Fort Nikel, IC Market Place, His House).
-The Creature fought in the swamps drops have been changed to a ton of leveled ingredients.
*It is highly recommended that you uninstall the standard version, loading and making a new save, then installing the new version.*

//Info//
This is, what I'm hoping to be, the final form of my Laddie mod. This version adds a camp near the Weynon Priory where you can find the titular dog. He's identical to Laddie (He is Laddie, with an altered script) and if you've used the other versions you should know how to use him.
The tent holds a chest (Do not store items, remove them immediately! See Warning below!), a lively roommate, as well as a set of leather armor and a unique knife for low-level players.

//Installation//
1.Download the main file. (If you are using ver.3 or lower remove all items from the tent and that you are outside.)

2.Extract and place into your data folder.

3.(optional)Download a texture pack, extract and place in your data folder.

4.Activate the mod with OBMM or the Oblivion Launcher.
(If you are having any trouble installing the mod or getting to work properly, leave a comment and I'll get back to you as soon as I can. Don't be afraid to ask for help or be the bearer of bad news.)

//Notice//
It is not compatible with the other Laddie mod, or so I assume, since they use the same spell/Ids.

//Warning//
If you are updating from version 1, remove all items from the cupboard, all stored items in the cupboard will be lost if you don't remove them. I just found out that my chest was empty. I lost all my items, the chest isn't set to respawn, but it did somehow. I was using a modified version of the mod so maybe that caused it. PLEASE DON'T USE THE CHEST ANYMORE SOMETHINGS NOT RIGHT! IF YOU HAVE LOST ANY ITEMS OF VALUE CONTACT ME AND I'LL HELP YOU GET THEM BACK.

//////Guide to using your new dog///////

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//Tactics//
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The tactics menu opens as soon as you initiate dialogue with your dog, after completing the quest. The tactics are sorted into three categories: Distance, combat, Fetch. By choosing certain options you can alter the way your dog will behave in and out of combat. Fetching is a new option in version 5, which can be used by players to obtain a random item depending on choice and level. Fetching requires a cool-down period.
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///Distance Tactics///
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1.Stay: Your dog will wait at the specified spot, provided he doesn't engage in combat. If you lose him, casting the Call Dog spell will set him to follow, and if he still does not appear, fast-traveling will send him to your location provided the spell had been cast prior.
2.Follow: When set your dog will follow you everywhere. At times he may disappear, but he'll be back sooner or later, or after fast travel. If you become to far apart the dog will jump to your position. Casting the Call Dog spell sets him to follow on-cast.
(If you are using the SI version, the dog will follow you to the Shivering Isles)
3.Go Home: Sends your dog back to the wanderers house. Useful if you want to be alone or stop him from attacking, or upsetting certain npcs. Note: Sometimes Npc's will chase after him for awhile trying to make their way to the cabin. I haven't had anyone reach it, they just seem to give up. Just be aware an Npc might run outside the town for a second before returning.
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///Combat Tactics///
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1. Fight- Enables dog to engage in combat, this is the default setting.
2. Flee- Dog will run from combat zones, and most likely hostile enemies will pursue him leaving them vulnerable.
3.Offensive- Set's dog's stats to offensive. (see table.)
4.Defensive- Set's dog's stats to defensive.(see table.)
5.Balanced- Set's dog's stats to balanced. (see table.)
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///Fetch////
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1. Food - Dog adds a single random food item to your inventory.
2. Chems - Dog adds a random ingredient. The item is generated from a leveled list meaning a higher level will grant you rarer ingredients.
3. Ammo - Laddie fetches 10 arrows whose type depends on your level.
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//Call Dog//
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The call dog spell is gained upon completion of the quest. It enables the user to summon Dog to his/her position whilst granting conjuration experience. It may not work depending on your location and distance, but it will set Dog to follow meaning you'll bump into him upon fast travel.
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//Levels and experience//
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As of version 7, the dog will now level differently from the player. While the player levels up from advancing skills, the dog will gain experience whenever it is in combat. After reaching a certain amount of experience, the dog will level-up (You will be notified via message).
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//Treasure Hunting//
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The dog can uncover several hidden chests. Theirs some cheap hints in the comments section of the mod to their location. Their are three Weapons, An Amulet, and a special pair of handcuffs.
-Edge of Everburn
-Axe of DarkWinters
-Mace of Storms
-Fisty Cuffs
-Amulet of the Hunt
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//Monster Hunting//
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SI version adds monster hunting. Similar to treasure hunting, save that the chests are replaced with monsters. As of SI v3 their is only one monster. Their are two others already made, just not placed in game. Beware! The monsters are stronger than most enemies.

Great Baliwog - A larger version of the poisonous Baliwog with an internal clock that recovers Hp (15*level) and resets. Killing it fast is the key to victory. Rumored to have grown large by consuming all the old-boots that fell into the river.
//Reward: Numerous leveled Alchemy Ingredients

//Bone Sucklers//
# in game: 3
Combat Style: Strength in Numbers, Absorbs Health and Fatigue.
Special Drop(s): Bone Suckler Arrows.
Tips: Take's skeletons as a higher priority target. Attack them while distracted. Don't let them crowd you.

//Shivering Shambles//
# in game: 1
Combat Style: Speed, Death Explosion
Special Drop(s): Frost Salts, Ore(common), Ore Matrix(rare)
Tips: Fire Magic from a distance.

//Roasted Flesh Atronach//
# in game: 1
Combat Style: Slow and steady, Long-reach, Wide Variety of Spells.
Special Drop(s): Fire Salts, Amber(common), Amber Matrix(rare)
Tips: Upon activation, the creature will attack the nearby zealots/heretics before setting sites on you. Fire resistant armor/equip/buffs.

//Bugs//

Dog has a tendency to get stuck at times and even fall through the ground, these aren't permanent however and he should appear by your side soon after.

Dog may become permanently invisible. Load an earlier save to fix.



//Cleaning House//
It is important to empty the home of items when updating files! This can be tedious if you have stored a large amount of equipment. The best way to do this is use the console command to add items with feather enchantments to your inventory, and then ditch the stuff when your done installing. The cowl of nocturnal adds a feather effect of 200, but makes almost everyone attack you on sight.

//Feed Back//
If you have any problems or suggestions feel free to post them.

//Survey//
If your using the mod and have some free time, here's some questions:
1-Do you think the mod was better when the wanderer was dead? (SI version only)
2-Do you like the Dog leveling up separately? Or is offset preferable?
3-Are the weapons and equipment overpowered? (If you've found them)
4-Do you prefer the Dog sound effects or the Wolf sound effects?