Comprehensive Catalog and Guide: Pet Mods

Post » Sun Jan 23, 2011 5:25 pm

Gluby's Comprehensive Catalog and Guide to Pet Mods
A guide to mods providing the companionship of creatures fantastic and mundane


Version 0.93 (Oct. 6, 2009)

UPDATE. Added two new mods to the list, although it will likely be a while before I give this guide a real going-over and migration to Mythic Mods.

This guide covers creature companion mods of all sorts, notably including the horse riding mods and several of the dragon mods. Not catalogued n this guide are NPC companion mods, a rather extensive category that merits a guide of its own. Only mods allowing the companionship of what Morrowind calls "creatures" will be found herein.

However, the concerns are similar. As with companion NPCs, there are a few issues to be aware of, most prominent of which are (1) how the mod's scripting handles the companion falling behind or getting stuck or lost, and (2) how it handles sharing inventory with the companion.

By default, it is quite easy—and indeed annoyingly routine—to lose a companion and later find it dead (or never find it again). This problem is accentuated when your speed is high or you use the boots of blinding speed, but even slower players are plagued with this problem because the pathfinding AI is so astonishingly bad. Mods that do not address this can—and almost assuredly will—be frustrating and disappointing, and it is highly suggested that you use one that addresses this. Some of the methodologies used to address the problem are (1) equippable rings or other objects that summon the companion to the player, (2) the ability to put the companion in inventory (as in a small creature jumping into your pack), and (3) automatic teleportation scripts teleport the companion to within sight range or closer whenever it falls too far back. Of the last kind, Grumpy's companion warping script is the most famous, and I believe the first.

Before the Tribunal expansion, the only way Morrowind could handle inventory sharing—accessing a companion's inventory and exhanging items—was via the Barter function used for merchants. It was awkward in practice and, because of the way the game handles very expensive items (values of 30,000 septims or more), the game had problems with having companions carry such items, making it necessary to use clever but clunky workarounds involving dialogue commands and special scripting. Tribunal added a much-needed new function called "Companion Share" that allows for much better and more intuitive handling of companion inventory. Pre-Tribunal mods, such as jdooby's Petshop v4.1 and Svenn's Pack Guar v2.4, therefore, will tend to have limited and awkward provisions for companion inventory management, whereas mods that use the Tribunal Companion Share function are much more intuitive and effective (as well as simpler).

This guide attempts to also provide helpful information as to (1) any exterior cells seriously altered by a mod, in order to assist the user in determining whether there will be possible conflicts with other mods; (2) the general quality of the mod, particularly pertaining to writing quality (which can be quite immersion-breaking when poor); (3) any additional functionality offered by the mod; and (4), where possible, known conflicts and technical problems.

I hope this guide is useful to you, and welcome feedback of any kind! Particularly, if you have any corrections, elaborations, or additions, or just would like to let me know you found it useful, please do contact me via PM at the Bethesda Studios Forums. (And also, note that, if you are the author of a mod whose language usage I have faulted in some way, I might be persuaded, if I have the time, to send you textual corrections to implement into it, if you so ask.)

Table of Contents
  • General Pet Shop Mods
    • Abigail's Petshop v5.5 [Yati]
    • Xeon's Advanced Companion Creatures v1.0 [Josh/XeonXT]
    • Hla Oad Petshop v1.0 [CS Studios]
    • Petshop v4.1 [jdooby]

  • Arcane Pet Mods
    • Infernal Summoning v1.1 [Lap]
    • Pocket Pals Series v1.4 [Andoreth]
    • MentalElf's Familiars v1.00 [MentalElf] OBSOLETE
    • Familiar Grimlok [MentalElf]
    • Tel Scelestus (Creature Binding Mod) v1.0 [MC]

  • Guar and Pack Animal Mods
    • Guars v1.03 [Abot]
    • Kirel's Guar Tamer [Kirel]
    • Dark Pack Guars v1.0 [Horny Buddha]
    • Grumpy's Packguar v1.0 [Grumpy]
    • Intelligent Pack Guar v1.1 [Charles Nadolski/PierreBeauregard]
    • Little Hazel the Pack Guar v1.06 [MentalElf]
    • Little Rupert the Pack Guar v1.00 [MentalElf]
    • Dogmeat's Pack Guar [Dogmeat of Purgatory]
    • Guar Tamers v0.1 [Cryo]
    • Pack Animal Merchant v1.1 [Baratheon79]
    • Drulene Falen's Packguar [Sepis]
    • Beasts of Burden - Tribunal v2.0 [WetWareV7]
    • Svenn's Pack Guar v2.4 [Svenn]
    • Pack Rat Upgrade v1.0 [Baratheon79]
    • Pack Donkeys v1.0 [Emma]
    • Pack Zebra v2.5 [Horny Buddha]

  • Cats, Dogs and Other Wildlife
    • Fox Companion Rey v1.0 [Abot]
    • Bear Companion v2.0 [Baratheon79]
    • Dog Handler v1.0 [Spider Centurion #2538]
    • Companionable Cats v1.1 [Emma]
    • Dog Companions v2.0 [Emma & Grumpy]
    • Wolf Companion v3.1 [Emma & Grumpy]
    • Lars the Durzog [VegetaWorshipper]
    • Sascha the Snow Bear Cub [RAVEN]
    • Imperial Guard Dogs v1.5 [skullcleaver]
    • Wolf Pets v1.2 [Tynan]
    • Royal Chargen v1.2 [Princess Stomper]

  • Eccentrica
    • Kwamalot v1.06 [Demolisher_2]
    • Bonsai Creatures v1.0 [Palinurus]
    • Shock Centurion Companion v1.2 [Vorwoda]
    • Suicide Rats v3.0 [Adul]

  • Horse-Riding Mods
    • Pegas Horse Ranch v3.1 [MadMax]
    • If Wishes Were Horses v1.1 [MagicNakor]

  • Dragon Mods
    • Reign of Fire v1.1 [Razhkul]
    • Lord of the Dragons v1.2 [MadMax]
    • Abigail's Petshop v5.5 [Yati] *
    • Dragon Companion [Kagrienac/KAGZ]
    • Infernal Summoning v1.1 [Lap] *
    • Dragon Entrancement Mod [Eric Dies]
    • Tolarn Small Dragon Companion v1.05 [MentalElf]


* Reference to a mod already listed in another category.


General Pet Shop Mods

Several mod authors have created "pet shops" that sell a considerable variety of creatures. These mods are fairly versatile and broad compared to most of their counterparts, though several are outdated and do not stand up well to the range of functionality offered by more recent mods. Among them, Abigail's Petshop stands out for sheer variety in its eclectic menu.

Abigail's Petshop v5.5 [Yati]: An ambitious mod that incorporates a large amount of modding community animal modeling work. It adds a merchant in Seyda Neen with around 80 different types of pets, both mundane and fantastic, for sale. The available pets include the usual guars, packrats, wolves and so forth, but the mod adds on a whole slew of new animals. It has in-game animals, such as cliff racers, kagouti, horkers and durzogs. It has farm animals, including cows, horses, and donkeys; goats and pigs; chickens, ducks, turkeys and geese; and even rabbits—all with male and female variants (cow and bull, rooster and hen, etc.). It has wild animals—arctic wolves, deer, snakes, elephants. It even has wasps and sea animals, such as crabs, sharks and tortoises. And for fantastical fare, it has a quest to get a dragon (WormGod's 3D model) and a unicorn. Several of these creatures are purchasable as babies and grow to advlthood.

Many of these will be, of course, of questionable utility as companions, but will go well with house mods and for those of a collecting mindset. The text has the types of errors indicating the author is not a native English-speaker. Be sure to read the documentation carefully. [May 2004. Conflicts reported with Puma Man's The Wilderness Mod v2.1, Jaxalot's Vampire Realism, DragonHonor's Tomb, and Cutthroat's Partners v2.5. See comments at the Planet Elder Scrolls download link.]


  • Companion Warping: Custom warping script.
  • Inventory Sharing: Tribunal Companion Share function on appropriate pets.
  • Companion Leveling: Companions independently gain experience and level with combat or with training, increasing their combat skill, damage, health, magicka, and agility. Baby pets (including the dragon) increase in size with each level, becoming advlt at level 10 (the maximum).
  • Other Features:
    • Adds "Teleport Pets" spell for local use and "Travel" spell for transporting you and all pets to set locations in Vvardenfell.
    • Huge variety of animals available.
    • Can be fed herbs for healing, as well as grass, rats, worms and "nutriment."
    • Can be resurrected with potions purchasable from pet vendor.
    • Can be named in-game from a scripted selection of available names.


  • Exterior Cells Modified:
    • Landscape and significant changes in Bitter Coast/Seyda Neen (-2, -9) and (-3, -9).
    • Significant changes around the same area (-2, -10).
    • Minor changes to Molag Mar Region (3, -2).


    Screenshot (Planet Elder Scrolls)



Xeon's Advanced Companion Creatures v1.0 [Josh/XeonXT]: A compact and simple mod that adds a merchant outside the Balmora temple who sells a variety of Bethesda creatures, including some not normally sold as pets; thus, in addition to the usual pack guars, scribs and pack rats, it includes mudcrabs, alits, kagouti, clannfear, durzogs and scamps.

XACC attempts to offer "the most manageable companions you'll ever own," and allows interaction with pets via hotkey combinations rather than dialog. Thus, for example, accessing their inventory is done by pressing the activate key three times in rapid succession. Also, a very nice feature is that pets can be resized on the fly. For mobility, it uses a speed-up script that dramatically adjusts the pet's speed (from 50 to 400) depending on its orders and its distance from the player. [Oct. 2005.]

  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None apparent.
  • Other Features:
    • Hotkey commands used for interaction; no dialogs used
    • Pets resizeable on the fly.
    • Pets dynamically adjust speed to keep up with player.


    Author's Screenshots and Download page



Hla Oad Petshop v1.0 [CS Studios]: Adds a small pet shop in Hla Oad that sells guars, kagoutis, scribs, dogs, rats and scamps. You can have one at any given time, and if it dies it is resurrected at the pet shop and may be repurchased. They can be commanded to follow, stop following, go into and out of sneak mode, report health, and eat pet food. Note that it also adds a weapon: "Avis's Bat-axe" (44 damage). [Aug. 2004. An adequate mod that was usable with no expansions and that is now effectively obsolete. Note that this mod contains numerous dirty references that should be purged before use.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None apparent.
  • Other Features:
    • Can be fed purchasable "pet food" for healing.
    • Dead pets can be resurrected at pet shop.


  • Exterior Cells Modified:
    • Landscape and significant changes in Bitter Coast Region/Hla Oad (-6, -5) and (-7, -5).
    • Minor changes to Bitter Coast Region (-7, -6).
    • Dirty references in one interior cell in Khuul and two unrelated interior cells in Hla Oad. (Note that these are in addition to other dirty references not listed here.)



Petshop v4.1 [jdooby]: A fairly rough-around-the-edges pre-Tribunal mod that adds a pet shop in the Balmora Expansion-East (incorporated in this mod), along with merchants to several cities in Vvardenfell selling a variety of pets: Guars of various types (Pack Guars, White Guars and normal Guars), Nix Hounds, Clannfear, Alits, Kagouti, Scribs and even Argonians, Khajiit, Steam Centurions, Hungers, Ogrims and Scamps. Different sizes are available. An earlier pet mod, it does not use the improved capabilities introduced in Tribunal; rather, it uses Darkside's slave scripts from Of Human Bondage. Pets may be commanded to follow, sit, or wander around. [Aug. 2002. This mod, unfortunately, is plagued with egregious spelling errors and typos, and comes off rather poorly in that area of presentation. Names of pets range from banol to jarring: from "little lizard" and "Jarx Xun" to "Bulldogger," "Scrappy" and "Scooty." Note, also, that this mod contains numerous dirty references to certain spells, potions, alcohol and armor that should be purged before use.]
  • Companion Warping: None.
  • Inventory Sharing: Limited sharing via default Barter interface (pack guar only).
  • Companion Leveling: None apparent.
  • Other Features:
    • Can be fed purchasable "Pet Food" for healing.


  • Exterior Cells Modified:
    • Landscape and significant changes in numerous cells: Balmora (-3, -3) and (-3, -2); Seyda Neen area (-1, -8), (-1, -9) and (-2, -9); Pelagiad (0, -8); Suran (6, -6) and (6, -7); and West Gash Region (-2, -3), (-2, -2), (-3, 3), (-3, 4) and (-4, 3).
    • Minor changes to Sadrith Mora (18, 4) and Dagon Fel (7, 22).



Arcane Pet Mods

"Arcane Pet Mods" covers the category of mods revolving around the magical arts—mods in which the player summons creatures by magical rituals or binds creatures to service. Among the pet mods, these are likeliest to be "mage-friendly," having companions that are designed to cope with a player who uses area-effect damage spells and is likely to routinely subject companions to "friendly fire."


Infernal Summoning v1.1 [Lap]: A highly acclaimed, roleplaying- and purist-friendly mod that allows you to summon and permanently bind creatures to your service by obtaining the proper summoning books and reagents and performing the appropriate ritual. There are 25 different creatures that can be summoned, many with new 3D models, including dragons (using Nightwing69's meshes and animations), liches, boneraptors, glass and iron golems, skeletal guards, and balrogs.

For traveling via teleport and where large creatures can't follow, summoned creatures can stored in inventory in soulstones. However, only one can be active at any given time, and each has Conjuration skill and Magicka requirements. Infernal Summoning is one of the few companion mods that is designed with mages (and their indiscriminate area-effect damage spells) in mind, and its companions will not ever attack the player even when directly attacked.

The mod adds three new dungeons and is initiated when you find the first, Conjurer's Sanctuary, on an island east from the coast of Sadrith Mora. [Sep. 2002. Version at download link is 1.0; be sure to get the version 1.1 patch at its own download page.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None apparent, though better companions become available as the player character's Conjuration skill increases.
  • Other Features:
    • Companions summoned via intricate magic rituals.
    • Companions can be stored in a soulstone in inventory.
    • Carefully game-balanced.
    • Mage-friendly; companions will never attack the player, and some are magic-resistant.



Pocket Pals v1.4 Series [Andoreth]: A modular and intricate series of mods that allows you to obtain figurines into which you can transfer soultrapped creatures, and which can then be activated into companion familiars and returned to figurine form at will. These familiars start out weak and small, but increase in size, stats and daily activation duration through up to 20 levels of development. Killed familiars return to their figurines and can be used again after a 24-hour recovery period. Commands include follow, wander, stay, and rest.

The Pocket Pals mods add a new attribute—Summoning Points—that increases with use, and decreases permanently, until raised again through use, when a pocket creature is "set," or permanently made corporeal and not subject to activation time limits. Familiars added by Pocket Pals can only hold inventory when set in this way, and thus pack guars cannot be turned into invisible magical bags of endless storage, as it were.

The Base Pack for this mod only provides the script framework; the actual creatures are added by the various modular add-on packs, of which there are at least eleven, covering almost every creature seen in the game (including one with "Pocket Gods"!). [Aug. 2003. The linked download is the Base Pack; see the links listed below the expansions.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function under certain circumstances.
  • Companion Leveling: Size, stats and the length of time a familiar can be activated before needing to be returned to figurine form increase independently through up to 20 levels of development.
  • Other Features:
    • Companion familiars can be stored in a figurine in inventory.
    • Modular; various add-on packs available.
    • Player is given a whistle that, when used, teleports all familiars in follow mode to the player.
    • Familiars can be named via the use of a selection of purchasable Name Tags.


  • Expansions:
    • Names Add-on v1.0!
    • Mostly Mammals v1.4: Alit, Guar, Kagouti, Nix Hound, Rat and Shalk.
    • Sea and Sky v1.4: Betty Netch, Bull Netch, Cliffracer, Dreugh, Mudcrab, Slaughterfish, and Small Slaughterfish.
    • Kwama Queendom! v1.4: Kwama Forager, Kwama Warrior, Kwama Worker, and Scrib.
    • Bloodmoon Knights! v1.4: Bonewolf, Draugr, Draugr Lord, Grahl, Grizzly Bear, Hircine, Horker, Karstaag, Plague Bear, Plague Wolf, Riekling, Riekling Raider, Snow Bear, Snow Wolf, Spriggan, Swimmer, Tusked Bristleback, Udyfrykte, and Wolf.
    • Mournhold Mayhem! v1.4: Hulking Fabricant, Goblin, Goblin Bruiser, Goblin Officer, Verminous Fabricant, War Durzog and Wild Durzog.
    • Undead Alive v1.4: Ancestor Ghost, Bonelord, Bonewalker, Dwemer Spectre, Greater Bonewalker, Lich, Skeleton, and Skeleton Archer.
    • Ash Clan! v1.4: Ascended Sleeper, Ash Ghoul, Ash Slave, Ash Vampire, Ash Zombie, Corprus Stalker, and Lame Corprus.
    • Deadly Daedra! v1.4: Daedroth, Dramora, Clannfear, Fire Atronach, Frost Atronach, Golden Saint, Hunger, Ogrim, Scamp, Storm Atronach, and Winged Twilight.
    • Dwemer Mechs! v1.4: Centurion Archer, Centurion Sphere, Centurion Spider, and Steam Centurion.
    • Pocket Gods! v1.4: Almalexia, Dagoth Ur, Imperfect, and Vivec.



MentalElf's Familiars v1.00 [MentalElf]: OBSOLETE; the author has stated that he no longer supports, hosts at his site, or wishes the download or use of this mod, as it is completely defunct and will not be fixed. However, it is still listed here because it is still obtainable at PES.

Adds a merchant near the Balmora silt strider who sells three types of familiars for mage-type characters: ravens, felines and sprites. Each begins in dormant form (egg, box or ball) and, when hatched, bestows a randomly-determined constant-effect special gift power on its owner after it "bonds" with her. The player can have up to four of each type (for a total of twelve), and each familiar comes in seven variants (selected randomly when first hatched) such as the Hiker's Familiar, which grants a constant effect feather enchantment, or the Mage's Familiar, which fortifies maximum magicka. (Note that the gifts do not stack, so two Quicksilver Familiars will not grant a doubled Fortify Speed effect.)

Familiars are linked to the player in a manner that will be familiar (no pun intended) to players of Dungeons & Dragons; if a familiar dies, the player suffers a heavy injury (and loses the special gift power), and a familiar will go comatose and soon die of loneliness if left out of sight of the player for three consecutive days. The familiars can be commanded to follow, stay, report health and "return to egg" (going temporarily dormant and being placed in inventory as an egg until dropped and hatched again). Their Speeds are dynamically scripted to match the player's, though they are capped at 90 (or 200 for the ravens). If the player gets too far from the familiar, it will cease following and stay in place.

Now obsolete, MentalElf's Familiars had a number of problems, though it was a very decent and meticulously-scripted mod in many respects. Though the familiars' speed was set to the player's, in practice this did not work out, and players reported problems with familiars (particularly the flying ones) being too slow to keep up with the player, and the lack of a warping script meant having to either slowly herd them, lose them or just keep them in inventory in dormant form. Only the cats actually moved their speed and kept up. For the sprites and cats, it used Lady E's meshes and animations, which are relatively rudimentary (for example, compare the screenshots of the mod's cats, below, to those of Cait's cat meshes in Emma's Companionable Cats, below). The ravens, which use AcidBasick's meshes and animations, are of better quality. [Jun. 2004. Obsolete; see MentalElf's more recent mods for his supported work.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion leveling: Familiars independently level as they gain experience by using their abilities, receiving increased health and improved powers.
  • Other Features:
    • Familiars dynamically match the player's speed, up to a maximum speed of 90 (or 200 for ravens), though it does not seem to make a difference for the rather slow ravens and sprites.
    • Flying (for two of the three familiars).
    • Commands given via menu rather than dialog.
    • Each familiar bestows a special power on the player.
    • Mage-friendly; companions will never attack the player, and some are magic-resistant.
    • Familiars can be carried in inventory in dormant form as eggs, boxes or balls.


    Screenshot 01: A small army.
    Screenshot 02: The sprites.
    Screenshot 03: The ravens.
    Screenshot 04: The cats.
    Screenshot 05: The merchant in Balmora who sells the familiars.
    Screenshot 06: The player receives a free pamphlet.
    Screenshot 07: Companion command pop-up menu.
    Screenshot 08: Each familiar grants a special power to the player.
    Screenshot 09: The cats properly match player speed and keep up nicely; the others are painfully slow.



Familiar Grimlok [MentalElf]: A later development from MentalElf's Familiars mod, above, that adds a merchant in Balmora who sells Grimlok Familiar Eggs that yield seven types of grimlok familiars—little demon imp creatures, each of which bestows a different special power on its owner. The grimloks function much the same as those of their predecessor mod, with the main changes that the familiars' Speed is set to a nonvariable 150, and the familiars' abilities improve in a smoother level progression. The player can have up to four, each of which can be commanded to follow, stay, check health or return to their eggs (in which form they are effectively in stasis) in a button menu interface, rather than a dialog. The grimloks have five attack and defense powers of their own: Grimlok Health Aborb [sic], Grimlok Defense, Grimlok Fireball, Grimlok Paralize [sic], and Grimlok Resist Magic [Mar. 2005. As the names of the powers demonstrates, the mod has a few typos and spelling gaffes that could stand for some correction, though these are limited and not likely to be very noticeable given that the mod adds no dialog and the script messageboxes are fairly clean.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion leveling: Grimloks independently level as they gain experience by using their abilities, receiving increased health and improved powers.
  • Other Features:
    • Rather than dynamically adjusting to match the player's speed, the grimloks's Speed is set to 150.
    • Commands given via menu rather than dialog
    • Each grimlok bestows a special power on the player.
    • Mage-friendly; companions will never attack the player and are magic-resistant.
    • Grimloks can be carried in inventory in dormant form as eggs.


    Screenshot (Planet Elder Scrolls)



Tel Scelestus (Creature Binding mod) v1.0 [MC]: A necromancy mod that allows the player, upon the completion of a series of short quests, to bind almost any stock Bethesda creature killed (including Vivec and Almalexia!) as a companion using a soul gem containing a soul of the type of creature being bound and the correct alchemical ingredients. Likewise, NPCs can be reanimated as armor-equippable skeleton warriors, archers or mages (using UserExists' Armored Skeletons). The actual binding process can be failed, depending on (1) the power of the creature being reanimated and (2) the relevant attributes and magical skills of the player; failure can sometimes kill the player. The quest portion of the mod adds a Telvanni mage tower northeast of Sadrith Mora. [Aug. 2005.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share feature.
  • Companion leveling: None. Bound creatures retain their standard stats.
  • Other Features:
    • Bound companions waiting in place automatically go into follow mode and assist the player in combat if they are in range and hear something hit the player.
    • Bound companions can be ordered freeze in place (the mod using a permanent paralysis effect to achieve this), in addition to the usual following, holding position and wandering.
    • The mod text, with the exception of a few gaffes, is exceptionally well-written, including some clever bits such as the dialogue response for scribs when told to freeze in place: "As the Scrib locks into place, you hope it likes being on the recieving end of a paralyzation."


  • Exterior Cells Modified:
    • Substantial landscape and other changes to Azura's Coast Region, mainly to cells (20, 5), (20, 6), (20, 7), (21, 5), and (21, 6), but with more minor landscape changes to surrounding cells.
    • Telvanni tower placed in (22, 6), which is renamed Tel Scelestus.




    Guar and Pack Animal Mods

    The most basic and generally desireable pets are developments of Bethesda's original pack guars. Homage has been paid and poetry written to the lovable reptilians, and they are indeed pleasant companions. Beyond aesthetics and "cuteness," however, their primary gameplay appeal is utilitarian, and lies in the fact that most of them are pack animals. Unless otherwise noted, the reader should assume the beasts do not fight.

    This category includes (1) all guar mods, save those better listed in the General Pet Shop mods category, above, and (2) all other utilitarian pack animal mods, including pack rats, donkeys and even zebras. Guar mods are listed first, sorted by date (most recent first), followed by all other pack animal mods, sorted in the same way.



    Guars v1.12 [Abot]: The definitive pack guar mod, combining features of PierreBeauregard's Intelligent Pack Guar v1.1, Kirel's Guar Tamer, Cryo's Guar Tamers v0.1, Grumpy's Packguar Lulu, and MadMax's Pegas Horse Ranch. The mod places guar tamers in Ald-Ruhn, Gnisis, Khuul, and the Ahemmusa and Zainab Camps who sell smart guars, including rideable ones complete with saddles. These guars are highly configurable and can be commanded by both hotkey combinations and a variety of dialog commands. Guars whose intelligence has been augmented (a task the player must figure out how to accomplish) can be teleported along with the player when casting Recall and Intervention spells using either the mod's own functionality or, optionally, the expanded functionality provided by CDCooley's Improved Teleportation v2.0 (or his Companion Teleportation v1.1, available at the same link, if MWSE is not used).

    Mountable guars are rideable by the player and a companion in tandem, and the visual riding position is adjustable, though a quirk of the game engine causes some visual glitches when riding in third-person view (see the video by PacingTurtle, below). This problem is known and addressed in the readme by the author, who gives instructions on how best to minimize the problem. [Aug. 2009. Features intricate, mathematically complex and versatile scripting complete with debugging feedback messages for foreseeable problems.]
    • Companion Warping: Custom script based on Grumpy's warping script.
    • Inventory Sharing: Tribunal Companion Share function.
    • Companion Leveling: Pets level according to player level, increasing all stats until maximum values (70 for most) are reached.
    • Other Features:
      [list]
    • Guar rideable by player and one companion in tandem.
    • Both dialog and hotkey commands used for interaction.
    • Guar can be "bumped," exchanging its position with the player, in order to get past it in tight spaces.
    • Can use, but does not require, CDCooley's Companion Teleportation/Improved Teleportation, allowing guars to be teleported with the player when the player casts Intervention or Recall spells.
    • Automatically eats a variety of plants for healing, disease curing, waterwalking, levitation and other augmenting effects.
    • Guars added by the mod can be subdued, tamed, and made companions (Bethesda's guars are left untouched by this mod).


    Author's Download Page with Videos
    Download Page with Screenshots (Planet Elder Scrolls)
    Video of Third-Person View Riding Glitch (by PacingTurtle, hosted at YouTube)



Kirel's Guar Tamer [Kirel]: A mod that lets the player subdue and tame wild guars for use as pack guars by fighting them until their health is low enough, then casting "Command Creature" on them. The mod uses the pack animal scripts from Xeon's Advanced Companion Creatures. [Feb. 2006.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Hotkey commands used for interaction.
    • Guars resizeable on the fly.
    • Guars dynamically adjust speed (by distance) to keep up with player.



Dark Pack Guars v1.1 [Horny Buddha]: Places a herd of dark indigo guars, a guar herder, a yurt and a merchant who sells dark indigo pack guars, just outside the Ahemmusa Camp. Similar to and compatible with the author's Pack Zebra mod, below, this is a simple but elegant pack animal mod based on Grumpy scripts, Cutthroat Mods' scripts, and scripting from Olaf the Merchant. The guars can be commanded to follow (whether they follow the player into interiors is selectable), stay, wander and report health. [Dec. 2005.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Speed dynamically set to player's Speed plus 85.
    • Automatically waterwalks when the player waterwalks.
    • Can be fed kwama eggs for healing, and automatically eats rat meat when poisononed to cure itself of the poison.
    • Teleported with the player when the player casts Intervention spells.


  • Exterior Cells Modified:
    • Significant changes (including path grid modifications) in Ahemmusa Camp (11, 16).


    Screenshot (Planet Elder Scrolls)



Grumpy's Packguar v1.0 [Grumpy]: A relatively simple mod by Grumpy, released posthumously by Emma, that adds a pack guar named Lulu into the game but does not place it; it must be console-summoned using the placeatpc function . Lulu is smaller than normal, is designed to be unkillable (her health is restored to 5,000 whenever it drops below 3,000), and has levitation, waterwalking and dynamic speed scripting. She can be commanded to follow, stay, and wander, and either to "stay out of my way" or "stay with me." She can also be set via dialogue whether or not to follow the player into interior cells. [Oct. 2005.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Speed dynamically set to a little more than double the player's speed.
    • Cannot be killed.
    • Smaller than normal in order to negotiate tighter spaces.
    • Levitates and waterwalks with the player.


    Screenshot and Download (hosted at Emma's Elder Scrolls Site)



Intelligent Pack Guar v1.1 [Charles Nadolski/PierreBeauregard]: A purist-minded mod that adds a dark elf merchant wandering Balmora plaza who sells a pack guar that is designed to function more realistically. Most notably, it features a "non-munchkin" warping script that only teleports it to within AI distance, rather than right next to the player, and it can be fed a range of alchemical ingredients to bestow healing, disease curing, levitation and waterwalking abilities upon it. The intelligent pack guar is slightly smaller than normal in order to negotiate tighter spaces, and can be commanded to follow, stay, and report its health and disease status. [Jun. 2004.]
  • Companion Warping: Custom "Non-Munchkin" warping script.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: Limited; maximum Health is scaled to two-thirds of the player's maximum Health.
  • Other Features:
    • Speed dynamically scaled to be 40% faster than player speed.
    • Slightly smaller than normal in order to negotiate tighter spaces.
    • Can be fed a variety of plants for healing, disease curing, waterwalking, and levitation.
    • Teleported with the player when the player casts Intervention spells.



Little Hazel the Pack Guar v1.06 [MentalElf]: MentalElf's second pack guar mod, similar to his first (Little Rupert, below) with the addition of a guar summoning whistle. Adds a merchant at Clagius Clanler's Outfitters in Balmora who sells three guars—Little Hazel, Little Joey and Little Roscoe—all of which can be owned simultaneously. Like its predecessor, Little Hazel's guars can be ordered to follow, stay, eat a kwama egg for healing, show inventory, and travel (teleport) to any of 26 locations throughout Vvardenfell, including Mournhold and Solstheim. Likewise, they walk relatively quickly and have permanent waterwalking. The player can purchase a Guar Whistle that will teleport the guars to the nearest set teleportation location. [Apr. 2004.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Can be fed kwama eggs for healing.
    • Can be teleported away via dialog to 26 predermined teleport locations.
    • Summoning whistle can summon guar to player or nearby silt strider service or Mages Guild.
    • Speed is set to a constant 120, and Health is set via script to 320.
    • Smaller size in order to negotiate tighter spaces.



Little Rupert the Pack Guar v1.00 [MentalElf]: MentalElf's earlier pack guar mod. The first person spoken to after loading this mod gives you a pack guar named Little Rupert, who can be ordered to follow, stay, eat a kwama egg for healing, and show inventory, and travel (teleport) to any of 26 locations throughout Vvardenfell, including Mournhold and Solstheim. It walks relatively quickly and has permanent waterwalking. [Mar. 2004.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Can be fed kwama eggs for healing.
    • Can be teleported away via dialog to 26 predermined teleport locations.
    • Speed is set to a constant 120, and Health is set via script to 320.
    • Smaller size in order to negotiate tighter spaces.



Dogmeat's Pack Guar [Dogmeat of Purgatory]: A small, simple pack guar mod that adds a merchant in Seyda Neen selling one pack guar. Other than the addition of a "Guar Heal" spell, there are no other frills. Its advantage is simplicity and immediacy of availability. Of course, if one is comfortable with making minor mod edits, one could simply adapt a warping script from another mod to this one's guar. [Feb. 2004. The small amount of dialogue involved in conversing with the merchant and commanding the pack guar is below Bethesda's writing quality standard, but is unlikely to be bothersome.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • "Guar Heal" spell allows minor healing of guar (and others as well).



Guar Tamers v0.1 [Cryo]: Another simple, no-frills guar mod, Guar Tamers adds guar tamers to all ashlander camps that sell pack guars and "battleguars" that can be commanded to follow, stay, wander and report health. The mod has a rather interesting array of health status messages given when guars are aske to report health. [Feb. 2004. Writing quality is quite decent, though it contains noticeable errors. Note that this mod contains 60 errant Bloodmoon GMSTs that should be removed before use. It also contains what appear to be a couple of dirty references in dialogue and greetings.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Scripted to never attack the player.



Pack Animal Merchant v1.1 [Baratheon79]: Adds a merchant to Pelagiad who sells pack rats and pack guars. There is no limit to the number purchasable. This mod is lean and utilitarian but does feature a warping script. It's a good choice for a no-frills pack guar/rat mod. [Mar. 2004. Alternate download link: Author's web site. The writing quality is competent and up to Bethesda's standard.]
  • Companion Warping: "Slimmed down" version of Grumpy's warping script.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features: None.

  • Exterior Cells Modified:
    • Significant changes in Pelagiad (0, -8) and (-1, -8).


    Screenshot (Author's web site)



Drulene Falen's Packguar [Sepis]: Another lean, minimalist pack guar mod. Allows you to purchase a simple pack guar from Drulene Falen of House Redoran, near the coast west of Ald-ruhn. While it has no frills, it does distinguishes itself with its dialogue writing and integration into the gameworld. [Apr. 2004. Writing quality is excellent.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features: None.

    Screenshots and Download Page (Planet Elder Scrolls)



Beasts of Burden - Tribunal v2.0 [WetWareV7]: An early pack guar mod that adds a merchant outside of Balmora who sells a pack guar and will buy any and all items the player wishes to sell (he has 5,000 gold). The pack guar can be commanded to "heel" (follow) and "sit" (stay in place), and can be healed with the "-Feed Me" dialog choice. [Nov. 2002. The writing quality of the dialogue and interaction leaves a bit to be desired, and is a bit silly in places.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: Guar's strength (and therefore carrying capacity) increases with player level, up to level 20.
  • Other Features:
    • Alerts player when guar is hurt, and how badly.
    • Can be "fed" via dialogue, restoring the guar to full health.



Svenn's Pack Guar v2.4 [Svenn]: Creates a new merchant in front of the Balmora pawnbroker shop who sells pack guars. Done in mid-2002, ths mod pre-dates Tribunal, and inventory sharing is done via barter screen, causing some complications involving high-value items (over 30k). Like many other early guar mods, it is fairly rudimentary and utilitarian. Owned pack guars can be commanded to follow, sit, feed or "Get Valuable Items" (the last of which activated scripting designed to work around the high-value item problem). It was a solid mod at its time, but there is little reason to use it now that far better alternatives are available. [May 2002.]
  • Companion Warping: None.
  • Inventory Sharing: Limited sharing via default Barter interface (pack guar only).
  • Companion Leveling: Limited; one of the available guars starts very weak (Strength 15) increases strength (by 8) every time the player gains a level. The other two guars have a set 100 or 255 strength.
  • Other Features:
    • Guar attacks but does no damage in order to avoid drawing enemy aggro.
    • Can be "fed" via dialogue, healing the guar.


  • Exterior Cells Modified:
    • Significant changes in Balmora (-3, -3).



Pack Rat Upgrade v1.0 [Baratheon79]: A minor tweak that adds Grumpy's warping script to the pack rats sold in Mournhold. [Dec. 2003. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: Tribunal Companion Share function (unaltered).
  • Companion Leveling: None.
  • Other Features: None.



Pack Donkeys v1.0 [Emma]: Adds a merchant outside the gates to Suran who sells three pack donkeys—Oliver, Britney and Eliah—based on Cait's donkey models. Like Emma's Wolf Companion and Dog Companions, below, this is a highly-polished and solid, full-featured mod. Donkeys can be ordered to follow, stay, wander, and report health status via dialogue. They can be fed healing potions, and can be set whether or not to follow the player into interior locations. [Nov. 2005. ESP file contains unused references to Cait's horses. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script (final best version compatible with MadMax's Ultimate Galleon door).
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: Health, Strength, Agility and Endurance are keyed to a multiple of player's level (though Strength, Agility and Endurance are capped at 100).
  • Other Features:
    • Speed dynamically set to the player's speed plus 100.
    • Command ring allows summoning of donkeys to player's location (in exteriors only).
    • Water breathing.
    • Can be fed healing potions for healing.
    • Lost donkeys can be recovered from the donkey merchant in Suran.
    • Non-aggressive, though donkeys will defend themselves if attacked.


    Screenshot at Download page (author's web site)



Pack Zebra v2.5 [Horny Buddha]: Places a merchant with two purchasable pack zebras at the Zainab Camp. Simple utilitarian pack animals mod; no fighting or anything fancy. Zebras can be commanded to follow (whether they follow the player into interiors is selectable), stay, wander and check status (which reports the donkey's health, how many kwama eggs and rat meat it is carrying, and whether it is set to follow the player indoors). The donkeys use Cait's models and animation, and are quite good. Scripting is based on Grumpy's scripts, the work of Cutthroat Mods, and Olaf the Merchant. [Oct. 2005.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Speed dynamically set to to the player's speed plus 85 when in follow mode.
    • Automatically waterwalks when the player does so.
    • Can be fed kwama eggs from either the player's or the zebra's inventory; when poisoned, it automatically eats rat meat from its inventory to cure itself of the poison.
    • Teleported with the player when the player casts Intervention spells.


    Screenshot 1: Command dialogue
    Screenshots and Download page (Planet Elder Scrolls)



Cats, Dogs and Other Wildlife

This category covers pet companion mods that provide cats, dogs, bears, durzogs and other wildlife of the same nature that do not function as pack animals. It is ordered by date, most recent first.


Fox Companion Rey v1.0 [Abot]: An adaptation of Grumpy's and Emma's Wolf Companion v3.1, below, that adds an orphaned red fox under the Seyda Neen lighthouse docks who will follow the player as a faithful companion. Like its predecessors, the fox will do tricks when fed rat meat, and can be commanded to follow (whether he follows the player into interiors is selectable), stay, "watch my back," and report health. Its combat behavior is configurable, allowing the player to choose whether it warps when the player's weapon is drawn. The fox may also be fed healing potions, has its own summoning command ring, and is magic-resistant. [Sep. 2007. Writing quality is excellent and the dialogue is admirably immersive, though there are a number of errors that detract from its quality. Alternate download link: Version 1.0b (older version, hosted at the same site, but with full description).]
  • Companion Warping: Grumpy's warping script (final best version compatible with MadMax's Ultimate Galleon door).
  • Inventory Sharing: None.
  • Companion Leveling: Health, Strength, Agility and Endurance are keyed to a multiple of player's level (though Strength, Agility and Endurance are capped at 100).
  • Other Features:
    • Speed dynamically set to player's speed plus 70.
    • Has a command ring that allows summoning of the wolf to the player's location (in exteriors only).
    • Water breathing.
    • Can be fed healing potions for healing, and rat meat to induce the fox to do tricks.
    • If lost, the fox can be recovered at Arrile's Tradehouse in Seyda Neen.
    • Children from Children of Morrowind and companions from Emma's other mods make comments about the fox.



Bear Companion v2.0 [Baratheon79]: Updated and re-released fairly recently (early 2006), Bear Companion adds a small white snow bear cub at the Fort Frostmouth docks who will join up with the player, and who will grow as it levels into a full-sized bear. Featuring a strong slate of features, the bear can be commanded to follow, stay, wander, report its health, and to move aside. [Mar. 2006. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: None.
  • Companion Leveling: Bear levels, increasing all stats and periodically growing in size, whenever the player levels.
  • Other Features:
    • Speed dynamically set to 250% of player speed.
    • Grows in size as it gains levels.
    • Can be ordered to move aside, causing the bear to wander out of the way.
    • Water breathing and Health regeneration.
    • Can waterwalk and levitate with the player.


    Screenshot (author's web site)



Dog Handler v1.0 [Spider Centurion #2538]: Adds an NPC in Fort Frostmouth named Radius who, after you complete Captain Carius's first quest, will sell the player two wolves with "boosted stats" and the ability to heal themselves, useful for weak characters because of the wolves' high stats and durability. They can be commanded to follow, stay, wander and report health. [Nov. 2005. Writing quality of added dialogue is quite good, with only a couple of minor errors.]
  • Companion Warping: Simplified version of Grumpy's warping script.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • Wolves have self-healing/resist magicka spells.
    • Scripted to never attack the player, no matter how much they are hit by the player.



Companionable Cats v1.1 [Emma]: A high-quality pet mod that adds nine pet cats (five advlts, four kittens) available for free from the bookseller Codus Callonus in Ald'Ruhn. The models, which use Cait's cat meshes, are quite good, have smooth animation, and will likely preferable to Lady E's cats (used in Sabregirl's Pretty Kitties and MentalElf's Familiars). Indeed, I must confess to finding them very, very cute. Their names range from Tommy and Cinderella to Lord Daedra. The cats can be commanded to follow (whether they follow the player into interiors is selectable), stay, and report health, and can be fed healing potions and rat meat. The mod also provides two recall rings, one for the cats and one for the kittens. [Aug. 2005. Writing quality is excellent and the dialogue is admirably immersive, though there are a number of errors that detract from its quality. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script (final best version).
  • Inventory Sharing: None.
  • Companion Leveling: Health, Strength, Agility and Endurance are keyed to a multiple of player's level (though Strength, Agility and Endurance are capped at 100).
  • Other Features:
    • Speed dynamically set to player's speed plus 100.
    • Recall rings allow summoning of cats and kittens to player's location (in exteriors only).
    • Water breathing.
    • Can be fed healing potions for healing, and rat meat to induce the cat to purr.
    • Lost cats can be recovered at Codus Callonus's bookseller shop in Ald'Ruhn.
    • Children from Children of Morrowind and companions from Emma's other mods make comments about the cats..


    Screenshots at Download Page (author's web site)



Dog Companions v2.0 [Emma & Grumpy]: Another highly-polished pet mod from the authors of some of the highest-quality companion mods made for Morrowind, Dog Companions adds a merchant in Ald'ruhn outside The Scar who sells four dogs (all based on Cait's models): a husky, a rottweiler and two dalmations. The dogs will do tricks when fed rat meat, and can be commanded to follow (whether they follow the player into interiors is selectable), stay, "watch my back," and report health. Designed to be good battle companions, their combat behavior is configurable, allowing the player to choose whether they warp when the player's weapon is drawn. They may also be fed healing potions, and each has its own command ring. [Aug. 2005. Writing quality is excellent and the dialogue is admirably immersive, though there are a number of errors that detract from its quality. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script (final best version compatible with MadMax's Ultimate Galleon door).
  • Inventory Sharing: None.
  • Companion Leveling: Health, Strength, Agility and Endurance are keyed to a multiple of player's level (though Strength, Agility and Endurance are capped at 100).
  • Other Features:
    • Speed dynamically set to player's speed plus 70.
    • Each dog has a command ring that allows summoning of the dog to the player's location (in exteriors only).
    • Water breathing.
    • Can be fed healing potions for healing, and rat meat to induce the dogs to do tricks.
    • Lost dogs can be recovered at Codus Callonus's bookseller shop in Ald'Ruhn or at Arrile's Tradehouse in Seyda Neen.
    • Children from Children of Morrowind and companions from Emma's other mods make comments about the dogs.


    Screenshots at Download Page (author's web site)



Wolf Companion v3.1 [Emma & Grumpy]: Similar to Dog Companions, above, and using much of the same scriptwork, Wolf Companion adds a black, white or red wolf (depending on which plugin file chosen) next to a note outside Seyda Neen on the road toward Ebonheart. Otherwise, the wolf functions like Emma's Dog Companions. [Aug. 2005. Alternate download link: Author's web site.]
  • Companion Warping: Grumpy's warping script (final best version compatible with MadMax's Ultimate Galleon door).
  • Inventory Sharing: None.
  • Companion Leveling: Health, Strength, Agility and Endurance are keyed to a multiple of player's level (though Strength, Agility and Endurance are capped at 100).
  • Other Features:
    • Speed dynamically set to player's speed plus 70.
    • Command ring allows summoning of the wolf to the player's location (in exteriors only).
    • Water breathing.
    • Can be fed healing potions for healing, and rat meat to induce the wolf to do tricks.
    • If lost, can be recovered at Arrile's Tradehouse in Seyda Neen.
    • Children from Children of Morrowind and companions from Emma's other mods make comments about the wolves.


    Screenshot and Download (author's web site)



Lars the Durzog [VegetaWorshipper]: A simple, no-frills mod that allows the player to acquire a talking durzog as a pet in the Grazelands north of the Zainab Camp. Lars can be commanded to follow and stay, and can be ordered to whether to fight nearby enemies or to ignore all attacks. The durzog's stats (including Speed) are all set very high (255), and it has extremely powerful attacks. It has no scripting attached. [Apr. 2004.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features: None.



Sascha the Snow Bear Cub [RAVEN]: A very simple mod that adds a lone snow bear cub just outside Balmora who will follow the player on sight. The bear cannot be commanded or interacted with in any way, is rather slow, and, by all reports, is all too easy to lose. (Indeed, it has no scripting attached whatsoever, though it is set to respawn.) Note that this mod may be considered a cheat, as the bear carries a "Perfect Golden Egg" worth 150,000 septims and a Stahlrim Longsword of Flame that may be looted from its body when it dies. [Dec. 2003.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features: None.



Imperial Guard Dogs v1.5 : A simple mod that adds an Imperial dog trainer at Fort Moonmoth who will sell the player one guard dog. The dog is resistant to magic, poison and paralyzation, and runs at a moderate Speed of 75. It can be ordered to follow and stay, and can be fed a biscuit (no actual in-game biscuit object is added) to heal it. [Oct. 2003.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: None.
  • Other Features:
    • Messagebox reporting of dog's injury status as it occurs.
    • Can be fed biscuits via dialogue for healing.



Wolf Pets v1.2 [Tynan]: A relatively minimalist pet mod that adds a merchant at Fort Frostmouth who sells three wolves: one advlt and two cubs, in white and black. The wolves can be commanded follow, stay and wander, and can be fed rat meat for healing. [Aug. 2003.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • Can be fed rat meat for healing.



Royal Chargen v1.2 [Princess Stomper]: An alternative CharGen mod that, among other things that include major changes to CharGen, a new element of the main quest fully covered in my CharGen mods guide, provides a pet durzog which can be commanded to follow, stay, wander, feed and be picked up and put in inventory, but "is not designed for continuous following or combat." In addition to also providing a human companion and human servants, the mod also provides an optional add-on that (1) upgrades the scribs and rats sold by Rerlas Mon with basic companion warping, (2) allows the scribs to be commanded to follow or stay, and (3) provides a choice of three unique wolves for the player to purchase, each with a scripted signet ring that can resurrect it. [Apr. 2007.]
  • Companion Warping: Basic version of Grumpy's warping script.
  • Inventory Sharing: None, except for the pack rats, which are upgraded but otherwise left with their normal Tribunal Companion Share functionality. (But see note in Other Features below.)
  • Companion Leveling: None. (But see note in Other Features below.)
  • Other Features:
    • Durzog can be fed rat meat via dialogue, though it has no in-game effect, as the durzog is scripted to replenish its health fully if at all wounded.
    • Durzog can be picked up and put in inventory.
    • Wolf companions come with Rings of Rebirth to resurrect them.
    • The mod also provides basic companion servants with no additional functionality, and, optionally, a full-featured human companion (a mercenary named Calvus) that sports all of Grumpy's companion features, including leveling, auto-move, sneaking, levitation, water-breathing, water-walking and chameleon functionality.




Eccentrica

This category is for the "weird stuff." It is in this category that one can find mods for kwama breeding, miniature "bonsai" pets, Dwemer constructs, and, of course, explosive rats.


Kwamalot v1.06 [Demolisher_2]: Allows the player to obtain the means to breed as many kwama scribs as desired, each of which can then grow into foragers, workers, warriors and queens when fed sufficient Kwama Food. Except for the queens, all kwama can function as companions, and can be ordered to come, stay or feed. Queens can be ordered to lay eggs, though they die when they do so. The Kwamas' health and damage is doubled, and their speed is set at 150 in order to keep up with the player. [Sep. 2005. Contains a moderate number of careless typing and writing errors.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None, but kwamas can progress through stages by feeding.
  • Other Features:
    • Player can have an unlimited number of pet kwamas.
    • Kwama queens can lay eggs, though they die when they do so.
    • Kwamas can be advanced to higher stages by feeding them specified amounts of Kwama Food.



Bonsai Creatures v1.0 [Palinurus]: Adds two merchants to the game, one at the Zainab Camp selling miniature "bonsai" guars, and the other below the Ihinipalit Shrine selling an assortment of miniature "bonsai" daedra—Ogrims, Golden Saints, and dancing dremora. These bonsai creatures are not intended as functional companions; in the words of the author, "these creature have absolutely no useful function at all - they're meant just for decorative purposes." The mod adds a new ingredient, Guar Steaks, though it adds no new icons or meshes for it. [Jul. 2005. Dialogue text, while not lore-correct and oftentimes a bit silly, is competent.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • Miniaturized "bonsai" pets.
    • Can be picked up and kept in inventory.
    • The bonsai dremora dances using RX31's dancing animations.
    • Aesthetic/decorative only; not intended for utilitarian gameplay purposes.


    Screenshots at Download page (Planet Elder Scrolls)



Shock Centurion Companion v1.2 [Vorwoda]: Allows the player to upgrade the original Shock Centurion Companion (obtainable in vanilla Morrowind as a reward for a House Telvanni quest) with capabilities available in more full-featured companion mods. Specifically, it adds Tribunal companion share functionality; Grumpy's warping script; and allows it to be commanded to follow, stay put, wander, and to activate or deactivate its light. Furthermore, it can be repaired (with the use of certain tools and materials) if destroyed. The mod also adds a quest, during the course of which the Shock Centurion Companion will gain further capabilities: levitation, water walking, a remote control, self-repair using scrap metal in inventory, and the ability to teleport itself and the player to various Telvanni locations, levitation, water-walking, and a remote control. [May 2005. The writing quality is quite competent, with only a few minor errors, none of them glaring.]
  • Companion Warping: Grumpy's Warping Script.
  • Inventory Sharing: Tribunal companion share function.
  • Companion Leveling: Limited. Noncombat capabilities can be upgraded, but actual combat stats do not improve.
  • Other Features:
    • Shock centurion includes a built-in light that can be turned on and off.
    • Capable of self-repair using scrap metal in inventory.
    • Can be "resurrected" using tools and materials.
    • Provides teleportation travel service to various set locations.
    • Capable of water-walking and levitation.
    • Immune to shock and drowning.
    • Provides an in-game "manual" for the companion in the form of a book.


    Download Page with Screenshot (hosted at Emma's Elder Scrolls Site)



Suicide Rats v3.0 [Adul]: Ahem. Purchasable, carryable rats upon which you can place explosives (purchasable at the same merchant in Vivec's Arena canton). When dropped, they can be commanded to follow you or stay. When they take damage, they explode doing a high amount of damage in a sizeable area. They can also be armed with timed detonators, making them explode in five seconds. A rather twisted mod that lets you truly say, "Say hello to my little friend." [May 2003. Added dialogue is well-written, though the author is not a native English speaker and the mod contains some writing errors.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • Explosive.
    • Can be carried in inventory.


    Author's Screenshots and Download page



Horse-Riding Mods

Morrowind's game engine, put simply, is just not set up for riding horses and other creatures. Thus, it is extremely impressive that MadMax figured out how to do it anyway via the scripting machinery. And it works, albeit with some hitches (no pun intended) here and there. Indeed, it seems to be a very difficult thing to do in these sorts of games, even by the developers, and thus even in a far more recent game like Two Worlds, the horseriding just doesn't function seamlessly. However, if you can handle a little glitch here and there, and can overlook some visual awkwardness and clipping, these mods provide the ability to obtain, ride and even breed horses, providing an alternative to hoofing it around Vvardenfell the old-fashioned way. In the same vein, do not forget to check out Abot's Guars, in the Guar and Pack Rat Mods category, above, for rideable guars, and the dragonriding mods Reign of Fire and Lord of the Dragons in the Dragon Mods category, below.


Pegas Horse Ranch v3.1 [MadMax]: The definitive horse mod, with scripting used and re-used by several other high-profile mods. Adds a ranch at which one can purchase, breed, train, raise and sell horses, even making a business of it (claims of making millions of gold breeding and selling horses have been made in the forums). Indeed, the husbandry (animal breeding) aspect of it is a game in itself, and involves a quest and the job of discovering which interbreeding combinations will produce superior breeds with heightened stats, eventually culminating in a unicorn that can fly.

The scripting is intricate and complex, and it can still be somewhat glitchy here and there. One must remember that Morrowind has no provision in its code for riding, so the horse-riding visuals are not perfect. (See the linked video, below.) Also, the scripting for a companion to ride with the player in tandem (on the same horse) is effectively broken, with no fix forthcoming. Furthermore, it appears you need to feed your horses regularly to keep them alive, which can reportedly be tedious.

However, many have reported finding great satisfaction and unique gameplay in this mod. PHR uses Cait's horse models, which are generally considered quite good. [Jan. 2006. Be sure to check out Slof's High-Rez Horse Textures or Slof's Horse Textures, which replace the original horse textures with much-improved versions.]

[NOTE: If it isn't clear from my description, I have not personally played the mod at length. Please, if you find vagueness, error or just have additional useful information, do post it so I can improve this entry.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: Horses can be trained.
  • Other Features:
    • Rideable by player, and can jump, perform special moves and, in one case, fly.
    • Player can purchase and breed horses into progressively better breeds, the Ultimate breed being a flying unicorn.
    • Saddles included.
    • Horses require feeding with hay, grass and carrots.
    • Hotkey commands used for mounting and other functions.


    Screenshots of both original and retextured horses (at Cait's horses page)
    Video (by Kaseven at YouTube)



If Wishes Were Horses v1.1 [MagicNakor]: A simpler horse mod that allows you to obtain a rideable horse, of a color determined by which of the various provided ESP files you choose, by purchasing it from a newly-created Imperial Stable. For dunmer only, the mod requires that the player perform a quest involving the silencing of a political dissident before the stablemaster will sell them a horse.

The horse mesh is animated and adapted by the author from an original model attributed to "Ron," and is very good, though less impressive than Cait's. Much less complicated and involved than Pegas Horse Ranch, IWWH sets the horse up as a scripted activator object, rather than an actual companion creature, and the horse is therefore impervious to harm—more like an automobile than a companion. It includes a horse-summoning whistle in the form of a "Horse Carrot," and horses can be saddled with the use of AcidBasick's IWWH Saddle Add-on (which can itself be enhanced with Skullhunter's IWWH Saddle Retexture). In the alternative, the player can choose to use a nightmare—a jet-black horse with red features and flaming mane and hooves (using particle effects)—available from a dremora beastmaster, and the mod includes a modders' resource plugin. [May 2004. See links below for alternate download sites.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • "Horse Carrot" functions as horse-summoning whistle.
    • Rideable by player.
    • Saddles available via add-on.
    • Horse is set up as an object, rather than a creature, and is therefore impervious to harm.


  • Exterior Cells Modified:
    • Significant changes to Ashlands Region (-1, 4) and Ebonheart (1, -13).


    Author's Screenshots and Download Page (hosted at Planet Elder Scrolls)
    Author's Screenshots and Download Page (hosted at Unforgotten Realms)



Pet Dragon Mods

This section is an excerpt from my Dragon Mods Catalog and Guide covering only dragon mods that include companion functionality. For more information pertaining to dragon mods in general—including those that only offer hostile dragons—see that guide. Note that my commentary in regard to Horse-Riding Mods, above, applies with equal force to all mods that offer riding functionality, though many find them well worth a little clipping or glitch here and there.


Reign of Fire v1.1 [Razhkul]: The Lamborghini of dragon mods, Reign of Fire adds an extensive quest, reminiscent of Gothic II, in which four powerful dragons are attacking cities in Vvardenfell. The mod's quest is weaved into the main quest, optionally requires the player to be at least level 30, and introduces four new dungeons. Upon completion, it allows the player to hatch one baby dragon (from a choice of four available types: black, blue, green and red) that, with time, care and feeding, will grow into a rideable flying dragon.

Razkhul's dragons breathe fire, poison or "shock breath," are highly fire-resistant, and are quite balanced. Whichever is chosen, it is able to fly and, when an advlt, carry the player as well, and can be summoned with a Dragon Ring given to the player. The dragon can be ordered to follow, stay, eat, report health status, and go hunt. It can also be ordered whether to either fight alongside the player or to avoid combat, and to go to any of the major Vvardenfell towns and settlements. Of particular interest to purists and realism buffs, Razhkul's dragons not only can be fed, but require feeding, and will refuse to carry the player, rebel, and even die of starvation if not fed.

The plot and scripting are sophisticated and intricate, and not at all easy to cheat at (or playtest on the cheap, for that matter). The mod has a few glitches, and the writing has numerous syntactical problems of the sort that tend to indicate it was written by a fluent and talented, but imperfect, non-native English speaker, that detract from the quality of the mod. However, the 3D models and animation, which appear to be done by the author, are gorgeous, even breathtaking—none of the others even come close—and many in the forums report finding this mod highly enjoyable even with the glitches. [Apr. 2005. Be sure to check out Bahamut's Reign of Fire Texture Replacer, which dresses the dragons in even more beautiful high-resolution textures (screenshots below).]

[NOTE: If any skilled scripter would care to examine and fix the glitches in the scripting, I would be happy do to textual editing and anything else for which I am technically competent to fix the problems in this mod. PM me if you're interested. It might also be worth considering to add comments for Children of Morrowind NPCs on the dragons.
  • Companion Warping: Simple warping script.
  • Inventory Sharing: None apparent.
  • Companion Leveling: Dragon gradually grows in size and power with age and copious feeding, increasing Health, Strength, Agility and Endurance until it becomes an advlt.
  • Other Features:
    • Recall ring allows summoning of dragon at any time, and it can be sent away to a number of preset locations in towns and settlements throughout Vvardenfell (Mournhold or Solstheim not included).
    • Rideable by player when full-grown.
    • Breath weapon fireable in flight.
    • Can fly, and certain types can waterwalk.
    • Must be fed food (meat, kwama eggs and other foods) to survive and grow, and can die of starvation.
    • Hotkey commands used for interaction and mounting.
    • Scripted to never attack the player under normal circumstances, but can rebel and attack the player if not fed and cared for. (If this occurs, the player can subdue the dragon and regain control of it.)


  • Exterior Cells Modified:
    • Minor changes to Ashlands Region (-1, 4), Bitter Coast Region (-5,-4) and Sheogorad (1, 24).
    • Significant changes to Azura's Coast Region (17, 9).


    Author's Screenshots Page
    Screenshot 01: A baby blue dragon, profile shot
    Screenshot 02: Dragon companion command dialog
    Screenshot 03: Absolutely awesome
    Screenshot 04: A red dragon breathing fire
    Screenshot 05: A baby black dragon; will it eat Fargoth?
    PES PotD by psyicdragon (Planet Elder Scrolls)
    PES PotD by Dunmer Lord 197 (Planet Elder Scrolls)
    Bahamut's Texture Replacer Screenshots and Download (Planet Elder Scrolls)



Lord of the Dragons v1.2 [MadMax]: If Reign of Fire is the Lamborghini of dragon mods, Lord of the Dragons is the Cadillac. This is a very solid treatment of the dragon companion theme by the creator of the Pegas Horse Ranch mod, with more of a focus on the dragonriding aspect of having a pet dragon. It adds a short but difficult quest, given by an intrusive dremora in Balmora, to defeat a certain evil dark lord, with the reward being the service of three rideable flying dragons summonable at any time by a command ring (which can also be used to teleport the player to the dragons' lair and fix technical flying problems).

The dragons, based on original meshes and animation (done by JB and Wasp, respectively), are very impressive and work without problems, and the controls are not too difficult to get used to. They can be ridden by the player with up to one companion in tandem, and their breath weapons can be fired in flight. Other than being ridden, they can be ordered to report their Health and relevant stats, sent back to their lair, and used as scaly pack mules via the Tribunal Companion Share function. The dragons are extremely tough; they regenerate Health quickly and are immune to most attacks, with the most obvious exception of magical weapons.

In terms of the mod's limitations, it should be noted that these dragons are more akin to vehicles than companions. While the models are superb, they appear to be limited to flight only, hovering in one place when not being ridden. Indeed, one house mod, Marc's Mori Mountain Estate, even has parking designed for MadMax's dragons. Other commonly-noted weak points of the mod are that the breath weapons are hard to aim and appear as unimpressive balls, and that the eyes of the black dragon appears to have no texture applied—they're plain-paper-white. The mod also suffers from numerous grammatical, tense and other syntactical errors that detract from the otherwise high quality of the mod. [Jan. 2005. Designed to be compatible with Cortex's Vampire Embrace.]
  • Companion Warping: None.
  • Inventory Sharing: Tribunal Companion Share function.
  • Companion Leveling: Dragons progress through 100 levels of development as they are flown and their breath weapons used, improve maximum speed, breath weapon damage and Health.
  • Other Features:
    • Rideable by player and one companion in tandem.
    • Always flying.
    • Command ring allows summoning of any of the three dragons at any time, and dragons can be sent back to their lair via dialog.
    • Breath weapon fireable in flight.
    • Scripted to never attack the player, no matter how much the player hits the dragon.


  • Exterior Cells Modified:
    • Significant changes (including change of cell name) to Sheogorad Region (-5, 27), an ocean area with literally nothing in it before this mod.


    Screenshot 01: Flying a red dragon
    Screenshot 02: Red dragon seen from below 1
    Screenshot 03: Red dragon seen from below 2
    Screenshot 04: Standard 3rd-person view riding black dragon toward a bridge
    Screenshot 05: Riding a green dragon; the wing textures stretch gorgeously
    Screenshot 06: 1st-person view riding a black dragon 1
    Screenshot 07: 1st-person view riding a black dragon 2
    Screenshot 08: Saddlebags (Tribunal companion share)
    Screenshot 09: The summoning ring command messagebox
    Screenshot 10: A green dragon; these dragons' wings are their arms
    Screenshot 11: Riding a green dragon
    Screenshot 12: Riding a black dragon
    Screenshot 13: The black dragon's eyes are white and untextured



Abigail's Petshop v5.5 [Yati]
    (See entry in General Pet Shop Mods above.)



Dragon Companion [Kagrienac/KAGZ]: A hasty adaptation of an older version of Grumpy's Wolf Companion, this mod replaces the wolf with a dragon named "Dormwog" (an anagram of Wormgod, whose dragon mesh this mod uses) and changes where it is obtained. The dragon is magic-resistant, and its Health, Fatigue, Strength and Speed are indexed to the player's corresponding stats, with the rest of its stats being generally high. It can be commanded to follow, stay and "watch my back" (wander), and can be fed healing potions.

The mod is very simple and straightforward, though some may feel that Wormgod's evil-looking dragons make far better hostiles than pets. More problematically, it leaves most, if not all, dialogue (including its usage of werewolf sounds) unchanged in the adaptation from Grumpy's wolf, Spot. So, for example, when the player gives the dragon a potion, the player will see it referred to as Spot (as in, "Uuurrrk!! A wolf like Spot wouldn't ever drink such lousy crap!"). [Dec. 2004.]
  • Companion Warping: Grumpy's warping script.
  • Inventory Sharing: None.
  • Companion Leveling: Health, Fatigue and Strength are indexed to multiples of the player's corresponding stats.
  • Other Features:
    • Speed dynamically set to 120% of player's Speed.
    • Command ring allows install recall of dragon.
    • Water breathing.
    • Dragon can be fed healing potions for healing.


    Screenshot 1 (author's screenshot included with download)
    Screenshot 2 (author's screenshot included with download)



Infernal Summoning v1.1 [Lap]
    (See entry in Arcane Pet Mods above.)



Dragon Entrancement Mod [Eric Dies]: An unpolished mod that adds a "small comical quest" to kill a high-level (level 100!) black dragon, and allows the player to obtain a black or red dragon companion. The dragon companion, which is fairly large (though not nearly so large as the enemy dragon the player must first kill), uses the game's slave companion functionality. It can be ordered to follow, stay, or "guard around this area," and provides travel service to Vivec, Mournhold and its lair. It has very high stats, is immune to fire, and is extremely durable and fast (5,000 Health and a speed of 250).

The mod uses Nightwing69's dragon meshes, and unfortunately retains the egregious idle and walking animation glitches seen therein—particularly with the red dragon, which goes into a badly glitched idle animation loop when told to stay in place. Because the animation glitches are highly distracting to the eye and likely to be a constant source of irritation—after all, one is going to see a companion dragon's idle animations quite frequently—these animation glitches effectively ruin the appeal of this mod. Furthermore, the quest and writing involved are well below the general quality level of the game, and border on sophomoric. Considering these problems, I cannot but recommend avoiding this mod. [Mar. 2003. The mod contains at least one "dirty" entry that should be deleted (the VampireMolag script), and may contain others.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: None.
  • Other Features:
    • Very fast; Speed is statically set at 250.
    • Player given "Dragon's Trust," a strong Heal Other power (usable once per day) by an NPC in the dragon's lair.
    • Provides instant travel service to its lair an two other set locations.


  • Exterior Cells Modified:
    • Significant changes in West Gash Region (-1, -2).


    Screenshot 01: Enemy quest dragon size comparison
    Screenshot 02: Learning how to barbecue
    Screenshot 03: NPC Iriana Lemone in the dragons' lair
    Screenshot 04: The two pet dragons together in their lair
    Screenshot 05: The red dragon's glitched idle animation
    Screenshot 06: Pet black dragon size comparison
    Screenshot 07: Companion command dialogue
    Screenshot 08: Companion travel messagebox dialog
    Screenshot 09: Profile shot of red dragon walking
    Screenshot 10: The red dragon dutifully following
    Screenshot 11: Red dragon closeup
    Screenshot 12: Minor "hopping" animation glitch shot A
    Screenshot 13: Minor "hopping" animation glitch shot B (alternate between shots A and B to get a sense of it)



Tolarn Small Dragon Companion v1.05 [MentalElf]: Adds a mini-quest involving following what is effectively a magical breadcrumb trail from Tel Vos to a dragon's lair in the Ashland, where the player must defeat a mother dragon guarding five eggs. Though the player can have only one at a time, each egg can hatch into a miniature grey flying dragon companion who grants its master a constant-effect bonus to Intelligence and Willpower that is quite substantial (ranging from 10 to 48 for each).

The dragon itself is rather hardy, possesses constant-effect Reflect, magicka resistance and health regeneration, and can independently rise through over 100 levels of development, becoming quite powerful. The player can obtain two wands that allow the dragon to be banished and resummoned at will, effectively allowing it to function as a summoned creature and ameliorate some of the problems involved in a companion mod with no warping. The dragon can be commanded, via dialog box rather than dialogue, to follow, to stay, to report its stats, and to feed on kwama eggs for healing.

The dragon model and animations are adapted by the author from a free dragon mesh available on the Internet, and are relatively simple and rudimentary. The wands feature miniature Tolarn dragon heads, and are oddly appealing on that basis. [Sep. 2005.]
  • Companion Warping: None.
  • Inventory Sharing: None.
  • Companion Leveling: Independently progresses through 100 levels of development based on number of attacks performed, improving its Health, its attack and defense capabilities, and the "gift power" granted to the player.
  • Other Features:
    • Very fast; Speed is statically set at 250.
    • Flying.
    • Special wands allow summoning and unsummoning of dragon, which can thus can be "put away" at will.
    • Scripted to never attack the player, no matter how much the player hits the dragon.


  • Exterior Cells Modified:
    • Significant changes in Ashlands Region (0, 16).


    Author's web page with screenshots (includes an animated GIF -- nice touch!)
    Screenshot 01: The companion command dialog box
    Screenshot 02: Close-up rear-oblique view of the dragon
    Screenshot 03: The summoning wand in action
    Screenshot 04: SPOILER: The dragon's lair
    Screenshot 05: SPOILER: The entrance is quite easy to miss
    Screenshot 06: SPOILER: The mother dragon's greeting; prepare for a fight
    Screenshot 07: SPOILER: The mother dragon
    Screenshot 08: SPOILER: The dragon eggs shimmy and shake!
    Screenshot 09: SPOILER: Hatching a baby
    Screenshot 10: The "banishing" wand, useful for putting the dragon away for a while
    Screenshot 11: M'Aiken, the Khajiit who tells you how to find the lair
    Screenshot 12: Once you come back with the small dragon, he can sell you the wands to summon and unsummon it



Change Log

Version 0.93 (Oct. 6, 2009)
  • Added entries for MC's Tel Scelestus and Princess Stomper's Royal Chargen v1.2.

Version 0.92 (Aug. 18, 2009
  • Maintenance of guide continued after long hiatus. Entry for MentalElf's Familiars belatedly modified to reflect its current state and MentalElf's stance on it. Updated Abot's Guars (which has gone through 8 revisions since last guide).

Version 0.91 (Jul. 1, 2008)
  • General edits throughout, with major revision of entries for MentalElf's Tolarn Small Dragon Companion v1.05 (including 11 new screenshots), Eric Dies's Dragon Entrancement (including 2 new screenshots), MadMax's Lord of the Dragons v1.2, Kagrienac's Dragon Companion, and Razhkul's Reign of Fire v1.1 (including link and screenshot for Bahamut's texture replacer).
  • Added Skullcleaver's Imperial Guard Dogs v1.5 and Abot's Fox Companion Rey v1.0b to Dogs, Cats and Other Wildlife category.

Version 0.90 (Jan. 10, 2008)
  • First release.



User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sun Jan 23, 2011 11:13 pm

Hey, Gluby, thanks for another fine list. :) I think Bear Companion v2.0, by Baratheon79, has a regeneration spell on it, but I don't know if it's a CE or not. It's listed as a power, so it might be.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Sun Jan 23, 2011 11:08 pm

This looks really good and obviously some hard work! (sorry can't give better description tired and going to bed now. I'll actually read later, in the morning)
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Mon Jan 24, 2011 7:14 am

Hey, Gluby, thanks for another fine list. :) I think Bear Companion v2.0, by Baratheon79, has a regeneration spell on it, but I don't know if it's a CE or not. It's listed as a power, so it might be.


Thanks, Jac. Yep, it's an ability, not a power. (B79_BC_BearRegen, magnitude 2 -- the beast is constantly regenerating at a rate of 2 per... second, is it?)

This looks really good and obviously some hard work! (sorry can't give better description tired and going to bed now. I'll actually read later, in the morning)


Thanks, DracoNyon. Hope you enjoy it!
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sun Jan 23, 2011 7:55 pm

Yet another excellent list. You are building a fine library here. Please keep it up!
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Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Sun Jan 23, 2011 7:56 pm

There is also Abot's Fox Companion.

sieboldii
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Sun Jan 23, 2011 8:17 pm

Thanks, Jac. Yep, it's an ability, not a power. (B79_BC_BearRegen, magnitude 2 -- the beast is constantly regenerating at a rate of 2 per... second, is it?)


I believe so. Also, the little bugger has 100% resistance to cold, 25% (or is it 50?) weakness to fire, and a mean frost bolt spell that it throws before it starts mauling enemies. :)
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Sun Jan 23, 2011 6:25 pm

Thanks for the list. Just picked up my new bear buddy at the Fort Frostmoth docks.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Sun Jan 23, 2011 8:01 pm

Yet another excellent list. You are building a fine library here. Please keep it up!


Thank, Symon!

There is also Abot's Fox Companion.


Thanks for pointing that out, sieboldii. It's been added.

I believe so. Also, the little bugger has 100% resistance to cold, 25% (or is it 50?) weakness to fire, and a mean frost bolt spell that it throws before it starts mauling enemies. :)


These bears are fairly multitalented, it would seem!

Thanks for the list. Just picked up my new bear buddy at the Fort Frostmoth docks.


You're welcome. Feed him well. :)
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sun Jan 23, 2011 10:28 pm

Gluby, couple of notes on my stuff...

Anything on Planet Elder Scrolls is defunct.
For example I do not host nor support the "Familiars"
mod anymore (this decision was made shortly after
uploading to PES and seeing the speed complaints).

TESNexus has all my supported mods, and even
better, links to http://mentalelfz.com pages will
most reflect the state of affairs.

Thanks in advance,
MentalElf


To be absolutely clear, please do not reference
MentalElf's Familiars... no one has permission
to distribute or use that mod, it's garbage.


Errata....
Both Tolan and Grimlok were made from statue type meshes
available on the internet free... however these were non-animated
static one piece meshes, they had to be carefully articulated and
animated... a lot of work for me. Grimlok was the first attempt,
Tolarn the second.


It's also true that I no longer support nor host any of the pack
guars except the one attained by completing The Trouble With Milie...
Lil' Roscoe. He is the final version of the "pack guar" versions I did.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Mon Jan 24, 2011 7:31 am

Gluby, couple of notes on my stuff...


Gotcha! Will update it to make all that clear in the next couple of days. Sorry about the late response, ME!

Cheers,
Gluby
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Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Mon Jan 24, 2011 3:54 am

Hard work indeed, and very helpful! Thank you!

Gluby, is there a page or a website referencing all your comprehensive guides?
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Mon Jan 24, 2011 10:03 am

Great list! Any recommendations for a thief character? I'm going to try out the Fox Companion Rey.

Another mod you might add to this list is...

http://rapidshare.com/files/27068885/Carryable_Raven_Friend.rar.html by Kagrenac
This mod brings you a Raven friend who you can equip and he will perch on your left arm, great for rangers. God, he won't shut up, but I love him!

(copied from the ranger mod list on mwmythicmods.com)
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Mon Jan 24, 2011 6:40 am

Great list! Any recommendations for a thief character? I'm going to try out the Fox Companion Rey.

Another mod you might add to this list is...

http://rapidshare.com/files/27068885/Carryable_Raven_Friend.rar.html by Kagrenac
This mod brings you a Raven friend who you can equip and he will perch on your left arm, great for rangers. God, he won't shut up, but I love him!

(copied from the ranger mod list on mwmythicmods.com)



Thanks, Wolf! I have no particular recommendations in mind for thief-types (other than a good pack animal), as I haven't played that style, though some of the NPC companions come to mind. I haven't looked at them in quite a while, though, and my work has so far been focusing on animal companions for this guide.

Thanks for the reference on Kag's carryable ravens. I'll check it out.


Hard work indeed, and very helpful! Thank you!

Gluby, is there a page or a website referencing all your comprehensive guides?


My pleasure. Yes, I am working on a master reference guide -- http://www.gamesas.com/bgsforums/index.php?showtopic=803635. Hope they help!
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Sun Jan 23, 2011 11:28 pm

Gluby, couple of notes on my stuff...

Anything on Planet Elder Scrolls is defunct.
For example I do not host nor support the "Familiars"
mod anymore (this decision was made shortly after
uploading to PES and seeing the speed complaints).

TESNexus has all my supported mods, and even
better, links to http://mentalelfz.com pages will
most reflect the state of affairs.

Thanks in advance,
MentalElf


To be absolutely clear, please do not reference
MentalElf's Familiars... no one has permission
to distribute or use that mod, it's garbage.


Errata....
Both Tolan and Grimlok were made from statue type meshes
available on the internet free... however these were non-animated
static one piece meshes, they had to be carefully articulated and
animated... a lot of work for me. Grimlok was the first attempt,
Tolarn the second.


It's also true that I no longer support nor host any of the pack
guars except the one attained by completing The Trouble With Milie...
Lil' Roscoe. He is the final version of the "pack guar" versions I did.



Hi MentalElf,

I'm not quite comfortable with completely removing all reference to it whatsoever as long as it's out there, available and being downloaded.

One goal of mine is to allow people to be able to find some sort of contextual reference for mods that are available. If we just remove your familiars mod from this list entirely, making no reference to it whatsoever, your average curious MW player is going to find it on PES, and might want to see where it fits into the overall context of pet mods. (And, I'll get periodic recommendations to add it to this list.) If I was to remove it from this list entirely, it would be a big question-mark for people when they find it. As is, it's out there for all to find and see easily, people are finding and downloading it on PES, and its listing at PES has no annotation whatsoever as to your wishes in regard to the mod.

So, enough people are using it out of ignorance and curiosity. Wouldn't it be better to simply update the entry to reflect your wishes and comments as to its obsolescence, and direct people to your recommended final work?

(I could create an "Obsolete Mods" category in this list, like the one I have on my bugfix mods list, and put the mod in it, but I do not want to do that with this list, as it opens up a whole can of worms of touchy judgment calls.)

Furthermore, I'd recommend either placing a comment on the PES entry (I can do so as well if you'd prefer, if you don't maintain a PES account, for example, or don't want the hassle) so that it's not that question-mark inviting user trial and error over there. That way, we have the best of both worlds: your wishes being carried out and respected, and people being able to find on-point information as to the mod when they run across it at PES or elsewhere.

In regard to the animation on your Tolarn and Grimlok pet mods, please forgive me if my review comments appear to be disparaging -- that is not my intent by any means, and I try to be objective, fair, good-natured, and respectful of the time and effort that such projects entail, while also giving honest reporting on the qualitative and quantitative nature of the mods so that people know what to expect. I do also recognize that even simple animation is hard work.

Finally, in regard to the Pack Guar mods, I will update the descriptions to reflect your comments in regard to the status of each. If you would like me to note anything else, just let me know.

Cheers,
Gluby
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Mon Jan 24, 2011 2:33 am

Obsolete mod list, yes that's appropriate I think.
I understand your desire to list everything and anything,
but again, "familiars" is junk, where the models (like
the raven, cat, etc) have problems, and are borrowed
models that I have no intention of fixing. Specifically
movement following the player is unacceptable (all
except the cat??).

Oh well.
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Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Mon Jan 24, 2011 4:56 am

*sigh**cover in dirt, holding a shovel* I think this need to be seen out of the thread grave. Can't let list be unused.
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Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Mon Jan 24, 2011 4:01 am

Thanks for bringing this back from the grave. :) I never got to see this thread. ^^ Its very informative. I think my next mage character will have a familiar. :)
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Isaiah Burdeau
 
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Joined: Mon Nov 26, 2007 9:58 am

Post » Mon Jan 24, 2011 5:32 am

Just a nudge to get this back out from the edges of oblivion. Nice work Gluby :)
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Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Mon Jan 24, 2011 6:54 am

Updated!

Although I'm sure there's a lot more that has changed in the last year.

Just a nudge to get this back out from the edges of oblivion. Nice work Gluby :)


What? Oblivion stole my guide? Oblivion, stay away, you've got your own mods... :)

(Thanks :))
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sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sun Jan 23, 2011 9:10 pm

Alright, I've finally gotten to a couple of minor updates. MC's Tel Scelestus and Princess Stomper's Royal Chargen.
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Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Mon Jan 24, 2011 7:04 am

Thanks Gluby, hope too see you sometime :hugs:
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jessica sonny
 
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Joined: Thu Nov 02, 2006 6:27 pm


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