Maigrets House Cats - Nehrim

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Maigrets
Schurke
Schurke
Beiträge: 22
Registriert: 26.07.2010 13:31


This is the first of my animal companion mods for Nehrim. It's the House Cats I also have in Oblivion. It's all explained in the Readme. :)
MOD NAME:
Maigret's House Cats- Nehrim

AUTHOR:
Maigrets

Version 1.0

Please see the NOTE re animations below Compatibility.


DESCRIPTION:

This adds all six cats from my House cats mod for Oblivion to the Arcane Sanctum in Nehrim. They are in three different places in pairs. Two are in a farm stable, two are with Fluffy the dog to the left and the other two are on the first circle as you enter from the main road. BUT, they will wander, even down stairs, so you'll have to find them. There's a gap in the wall where Fluffy is and the cats may also wander through it.

See screen shot for where they should be if they haven't wandered off. They won't go far and you'll probably hear them meowing anyway.

There are six cats. White, grey, two black, ginger and tabby point. One of the black ones has a scar and a missing eye. He also has a Happa (the Japanese word for leaf, I believe) in his mouth.
They are strictly pets only and will flee (very fast) when there's a fight or danger approaches and will return when it's safe. They are meant to be taken to your house or for a stroll in the garden. Anywhere there's no danger.

They are Essential, have a small healing ability in case of accidents and are player owned, so they won't flee if you or friends hit them inadvertently. If they were not player owned and are you hit them they won't come near you again, like real cats, which would probably require deactivating the mod, making a clean save and reactivating it. I found that out in testing the original mod.

They are level 5 and don't level with the player. There are custom meow and purr sounds, as well as a bell sound, which I've attached to the activate script.

When you first activate each cat you'll receive it's summon spell which is a Lesser Power. This only happens once not every time you activate them. I know this means six summon spells, but there's no way around that as they are individual creatures.

Re stairs: They will climb small stairs, but if they get stuck they will teleport to you. Otherwise just summon them when you have the spells.

They have the sneak function I gave my Oblivion companions. This means that if you wish to take them into potentially dangerous areas they will sneak with you AS LONG AS YOU ARE SNEAKING AND ARE UNDETECTED. As soon as you're detected by an enemy or you come out of sneak mode in enemy territory they will flee and return when the danger has passed. If they have taken off through load doors and don't return just use the summon spell to get them back when it's safe. You may have to activate them to follow again if this happens.

I have them all following at once without the "Too many followers" message, but it may be different for you so you can take one at a time or two, whatever you like. I don't even know if that message appears in Nehrim anyway.

NAMES and COLOURS:
Echo - white
Cleo - black
Pepper - grey
Jazz - black with a missing eye, scar and leaf.
Misty - pale tabby Point
Oscar - ginger tabby

REQUIREMENTS:
Nehrim of course. I made this mod with the latest patch installed (1.0.9.1 EN). Whether it makes any difference I don't really know, but it shouldn't. Best to be patched anyway.

INSTALL:
Extract the archive to a temporary folder and check the folder structure if necessary. Then move the meshes, textures and sound folders, plus the esp to your Nehrim Data Directory. Activate the esp and go to the Arcane Sanctum.

UNINSTALL:
Examine the folders in the original archive to see which files to remove.

Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

COMPATIBILITY:
There should be no incompatibility with any Nehrim mods, or itself, as far as I know.

NOTE: Since the Mountain Lion special anims were removed from the Nehrim esm I had to add them back in for this mod. This is so the cats will look around, wash their paws and crouch (Aware). Plus there is a second "wash" special idle I included from the resource that's not currently in my Oblivion mod. If I didn't re-add them the sounds, ie meow and purring, wouldn't work and it gives them character as well. I don't see why doing this should affect anything else in Nehrim because the anims are specific to these cats.

I also had to add all of the other mountain lion animations to the meshes\creatures\mountainlion folder as well because when I was pulling my hair out wondering why the special anims and sounds didn't work, (until I found they'd been deleted from the esm) they weren't animating in the CS. When I added the anims to the folders they worked, so I have to leave them there. That's why the extra files and I'm not doing it over again. It wasn't as easy as doing it in Oblivion's CS due to having to use Google Translate and a few other little things.

CREDITS and THANKS TO:
HISSSSA for the meshes, textures and sounds.
SavageArtistry for the new ginger and tabby point meshes and textures.
Bethesda for the game we love to mod and for the Construction Set.
Thank you to the Nehrim team for an awesome Total Conversion.
My own Simple Creature Companion Tutorial at SavageArtistry's forum and TES Alliance.


PREFERRED CONTACT INFORMATION:
I can be contacted by PM at SavageArtistry Forum as Maigrets:
http://savageartistry.darkbb.com/index.htm

This forum or:

Email: maigrets55@yahoo.com.au

LEGAL:
The holder of the files included in the 7Zip archive Maigrets House Cats Nehrim by Maigrets shall not redistribute, copy, or change the contents in any way except for personal use without my permission. To use resource files from this mod you must contact the original author, HISSSSA who is listed in my credits. This also applies to the new ginger and tabby point meshes and the textures created by SavageArtistry.

No alteration was made to the meshes. They are copies to accommodate the new textures.

This mod must not be uploaded anywhere else for any reason without contacting me.
DOWNLOAD LINK:
http://planetelderscrolls.gamespy.com/V ... il&id=6490

SCREEN SHOTS
[+]
Jazz and Misty
Bild

Pepper and Oscar
Bild

Cleo and Echo
Bild

Locations at the Sanctum because they will wander.
Bild

All six together.
Bild
Thanks for reading. :)
Zuletzt geändert von Maigrets am 23.12.2010 00:56, insgesamt 1-mal geändert.
TheHawk
Weltenwandeler
Weltenwandeler
Beiträge: 473
Registriert: 12.08.2010 13:04


Hi.

Never, ever played with companions/pets before (even Kim I want to throttle most of the time). But I have to say, your mod looks great. If cats look as good in game as your screenshots might just give it a go on next playthrough. :D


edit: Have been unable to download. Three times it has come up with an error. I am registered and logged in.
Maigrets
Schurke
Schurke
Beiträge: 22
Registriert: 26.07.2010 13:31


@ TheHawk,
These cats are just pets, not companions as such. They are mainly meant for leaving in your player house or in the Abbey or wherever you'd like a pet to wander.
I don't use companions, especially NPC types in my game either, for the same reasons you mention with Kim, plus others. The only ones I do use are my own animal companions. Other than these cats and a couple of others, most of mine are fighters and because I hate menus, they work the same way as the cats (but don't run away from a fight).

RE the file error. It seems all new files have the same issue at the moment at Planet Elder Scrolls. I emailed their Admin and he told me there's a problem with mirroring the files to FilePlanet. I assume it will be fixed since it's not just my file. I already re-uploaded my file thinking it might fix it, but it didn't.

regards,
Maigrets.
Maigrets
Schurke
Schurke
Beiträge: 22
Registriert: 26.07.2010 13:31


Temporary link since the Planet Elder Scrolls issue persists for new files, not just mine.
House Cats

EDIT:Link removed. The P.E.S. downloads issue has been resolved.

This is from the PES forum re the problems and hasn't been updated at this time.
http://forumplanet.gamespy.com/oblivion ... 7649/p1/?0
Zuletzt geändert von Maigrets am 11.12.2010 10:54, insgesamt 2-mal geändert.
OrlopRat
Bettler
Bettler
Beiträge: 6
Registriert: 22.11.2010 14:37


Thank you! This is a "never play without" mod for me in Oblivion, and now I can have my furry little friends in Nehrim too.

Unfortunately, I'm at a part of the MQ where
[+]
the Arcane Sanctum is inaccessible
but things will change I'm sure. I guess I'd better stock up on the kitty litter. :D
himmelslicht
Schicksalsbote
Schicksalsbote
Beiträge: 653
Registriert: 30.08.2010 15:21
Danksagung erhalten: 4 Mal


[+]
You will not be able to get back to the arcane Sanctum by legal means. However, the area near the Teleporter, the dungeon and the scholars house behind the university should still be accessible
Maigrets
Schurke
Schurke
Beiträge: 22
Registriert: 26.07.2010 13:31


Thank you! This is a "never play without" mod for me in Oblivion, and now I can have my furry little friends in Nehrim too.
I'm glad you like them. :)

:x , I forgot about that part of the MQ. I can move them if necessary and post another esp. Since Planet Elder Scrolls is still not working and people can't download it from there, it shouldn't be a problem. Will have to wait until later tonight\tomorrow, since it's 4AM now and I should pack up for the night. :)
OrlopRat
Bettler
Bettler
Beiträge: 6
Registriert: 22.11.2010 14:37


I forgot about that part of the MQ. I can move them if necessary and post another esp. Since Planet Elder Scrolls is still not working and people can't download it from there, it shouldn't be a problem. Will have to wait until later tonight\tomorrow, since it's 4AM now and I should pack up for the night.
That would be much appreciated, if it's not too much trouble, since I just finished the MQ and found out that, well...
[+]
the Sanctum doesn't seem to ever open again.
So until I start a new game I will be catless. :cry:

And I have this nice castle that could use some felines.
Maigrets
Schurke
Schurke
Beiträge: 22
Registriert: 26.07.2010 13:31


Here's the alternate esp. :) It wasn't as straight forward as it should have been.
I know there's still a reference to the Arcane Sanctum in the details list, but if I delete it the CS decides that there are no cats in the world and I have to re-add them plus redo the scripts and such, so I had to leave it there. I already did that once when I moved them.

I checked out the Sanctum and everything looks OK and everyone who is supposed to talk does so. The dialogue thing is still present as in my other topic, but nothing I do will remove it...I thought TESGecko did, but it comes back on loading the CS. It doesn't seem to be anything to worry about, however I don't have any saves during the MQ since I lost all my data to a HDD crash months ago and I haven't gotten as far as doing it again.

Anyway, in the archive is the Alternate esp and a small info text. It has a "spoiler" heading for anyone who hasn't done the bit in Spoiler Tags in the previous posts. The kitties are now at Tirin Abbey. Two in the middle of the bridge, two in front near the well and two at the back with the sheep. Remember they will wander so look around if you can't find them.
EDIT: Link removed. Now Planet Elder Scrolls issue is fixed.

Most important is to make a clean save before using this esp. It's explained in the readme. If there are any issues please let me know. I did test it pretty well and coc'ed around the countryside a fair bit. No-one seemed to care that I was running around with six cats...but they did give us some funny looks. :lol:

I have no idea when the issues at Planet Elder Scrolls will be fixed. I emailed Admin yesterday and he said it's happening on other sites used by FilePlanet, so could be awhile. EDIT 2: (Resolved 10th Dec)
Darkblade
Schicksalsknechter
Schicksalsknechter
Beiträge: 738
Registriert: 10.06.2010 17:45


Nice mod!
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