[BETA\WIPz] Insanity's PetShop

Post » Thu Jul 29, 2010 4:05 am

[Beta] Insanity's Pet Shop


Download: http://www.tesnexus.com/downloads/file.php?id=25794

1.	Description1.1 ? Features1.2 ? Pets1.3 - Commands2.	Requirements3.	Installation/Un-Installation4.	Know bugs and Issues5.	Incompatibilities6.	Credits and Thanks1.	DescriptionInsanity's Pet Shop is my interpretation of what a pet shop mod should be, so you will find some similarities to other pet shop mods but also some significant differences.This mod came about because of some posts I read on both the BGS forums and TESNexus, people were having some issues with some of the more popular mods. These mods were editing things in the game which would disrupt things like companions dialogue, the biggest problem was that these mods were no longer updated or supported. This was the same reason I stopped using them.That is what caused me to finally decide I was going to develop a mod, but first things first was to find out if such mod would be wanted by the community, so I ran a poll over at the BGS forums and I got lots of positive feedback and lots of ideas and support. It was great, and now here you are reading this readme.Beta 1 Notes:There are a few things in this Beta that have been disabled, this is due to them being incomplete, not implemented or me not being happy with them. Here I have listed them:Voice Acting ? Yup I have a small amount to cover the few lines the shop keeper has, but at this moment in time I have not implemented them yet.Pet Interactions ? These are simple things like petting your animal, I have disabled these due to them not being finished. Due to limitations there petting interaction is only a sound from the pet.Version 1 Plans:The current plans for Version 1 are to fix any bugs that appear and any balancing issues there may be. I also will be adding to the current list of pets with the following and more:RatDogs [Yes multiple breeds]Plus MoreYour ideas and requests are welcome though they may not be met/implemented in version 1.		 1.1 FeaturesFeeding ? Feeding is taken care of by buying or finding Boar Meat. This is the generic food for all pets for now, this will be changed. Once you have the boar meat access the pet menu and navigate to feed, choose this and the pet will take the food. Growth ? This happens automatically after feeding, the animal will grow depending on the players level. The actual amount of growth is locked so the pet will not become an outrageous size.Naming ? Naming is quite simple but can only be performed once per pet. Click the pet license for you chosen pet, it will bring up a menu. Here you can choose a sample name or input your own name.  If you select "New Name" close any menus and an input box will appear, here you can enter your pet's name.Skills ? You can teach your pet skills. Each skill requires a certain number of skill tokens which you can acquire from the shop keeper. There are 6 skills to choose from, each 5 of them are find item skills and the last is a share inventory skill. ?	Find Loose Gold: Sends the pet off to find loose gold coins.?	Find Lock Pick: Sends the pet off to find lock picks?	Find Health Potion: Sends the pet off to find health potions?	Find Magicka Potion: Sends the pet off to find Magicka potions?	Find Flora: Sends the pet off to find flora?	Share Inventory: Allows you to access the pet's inventory. Note: To make things easier all pets share the same inventory so you can easily keep track of items.Abilities - You can teach your pet abilities. Each ability requires a certain number of ability tokens which you can acquire from the shop keeper. There are 4 abilities in total.?	Health Boost ? This gives the pet a 60pt health boost?	Fatigue Boost ? This gives the pet a 50pt fatigue boost?	Resist Normal Weapons ? This gives the pet a 10pt resistance bonus?	Magic Resistance ? This gives the pet a 10pt resistance bonusPet Taming ? You can purchase a spell from the shop keeper that will allow you to cast the spell at a creature and have a chance of taming it. This spell is a touch spell so you have to be close to the creature.Now the spell is not all you need, you need to entice the creature with food. The better the quality of the food the more of a chance you have of taming it, but that is not the only thing that affects your chances. You also have a taming skill which has an effect on your chances and also increase like other skills do.[This can be displayed by using Kuertee's HUD Components] Here are some of the variables that affect you chances of success:Taming SkillFood [Quality]Taming ChanceUnique Pet Import [Disabled] ? This allows you to import unique pets found in the world from other mods and purchase them in the pet shop as you would do with normal pets. Note: These pets are generic pets and are not uniquely set up like the pets in the mod.1.2 PetsHere is a list of pets currently purchasable in the mod:TigerWhite TigerLeopardBlack LeopardUnique Leopard [Violet eyes, colour change]PantherBoar1.3 CommandsHere I will give a small bit of info into each actual command, to make it a bit easier I broke the menu down to show the full extent.CommandsFollow - This will tell your pet to follow youWait ? This will tell your pet to wait, it will wait in this current locationSleep ? This will tell your pet to sleepHome ? This sends your pet homeHome Marker ? This allows you to set your home marker, this needs to be set before the pet can be sent home.Pet CareCare	Heal ? This allows you to heal a small amount of the pet's wounds	Feed ? Feeding your pet allows it to grow	Resurrect - After your pet is dead, buy a resurrect kit and use	this option to revive your pet.Interaction 	Pet [Disabled] ? The pet will purr at the player	Play Dead [Disabled] ? The pet will lay down and play deadTeach Teach Skills	Find Loose Gold	Find Lock Pick 	Find Health Potion	Find Magicka Potion	Find Flora	Share Teach Abilities	Health Boost 	Fatigue Boost	Normal Weapon Resistance	Magic ResistanceAbilities/SkillsLearned Abilities	Health Boost	Fatigue Boost	Normal Weapon Resistance	Magic ResistanceLearned Skills	Find Loose Gold	Find Lock Pick 	Find Health Potion	Find Magicka Potion	Find Flora	Share Pet Status ? This shows the pet's current status like health, fatigue and attributes.CombatPassive - This makes the pet less aggressive.Aggressive ? This makes the pet more aggressive and likely to start combat.2.	RequirementsOblivion 1.2.416 [Latest Patch]OBSE version 17 or higher [OBSE can be found here: http://obse.silverlock.org/]3.	Installation/Un-InstallationExtract the following to your Oblivion/Data directory:Insanity's Pet Shop.bsaInsanity's Pet Shop.espini folderNote: Inside the INI folder resides the pet shops own INI file, while it does not have reams of options, it does allow you to turn on/off a few of the important features. It is clearly written with notes on each setting.To remove the mod delete the following from your Oblivion/Data Directory:Insanity's Pet Shop.bsaInsanity's Pet Shop.espInsanity's Pet Shop.ini from the ini folderOptional Sign: In the optional sign folder you will find replacement textures for the shop sign. This was requested. The sign will say "Pet Shop" instead of "Insanity's Pet Shop". Just extract the textures folder into your Oblivion\Data directory.4.	Known bugs and issuesCurrently there are NO known bugs and issues, though this is a Beta so please be aware that something may have slipped by. Do not worry though because any issues will be annoying or just small problems and will NOT affect your game.5.  Incompatibilities While this mod is clean and has been carefully planned there is a small chance it may conflict with other mods that alter Weye. Now in this case just load this mod BEFORE them in your load order. This will ensure there changes overwrite these mods.The only time this will not work is when another mod alters the exact place the shop has been placed. In this case choose the mod you want most.6.  Credits and ThanksThis list covers all the great people who have helped me in some form or another, And the people who have contributed to the further development of the mod.Mod Work:WhoGuru  [Interior/Exterior development, Testing, General Cheering on :P]HeX_0ff [Future Feature Scripting]Greenwarden [Testing, Voice Acting]Mod Help:Arthmoor [Compatibility help]PacificMorrowind [Scripting help]Vagrant0 [Scripting help]shadeMe [Large amounts of Scripting help]Darkrder [Scripting help]Resources/Additions:AlienSloff [Tiger Texture Resource]Painkiller_Rider [Modified Textures & Models]Buhay [Leopard Resource Pack]Ronyn [White Tiger]TTemplar [Whistle Mesh & Texture]DarkRider [Black Leopard Texture]

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Cheville Thompson
 
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Post » Wed Jul 28, 2010 5:26 pm

I can't wait to start using this once my current dev cycle is done. Speaking of which, I need to ping you about that.
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IsAiah AkA figgy
 
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Post » Wed Jul 28, 2010 8:41 pm

I can't wait to start using this once my current dev cycle is done. Speaking of which, I need to ping you about that.


Cool :D, sure no problem, ping away :P
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JaNnatul Naimah
 
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Post » Wed Jul 28, 2010 6:36 pm

It's about time for a new thread! Congratulations on reaching thread number three (in other words, free bump and a hearty hello from me!).
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Music Show
 
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Post » Wed Jul 28, 2010 4:52 pm

Wow, this mod has come along while i was away. Congrats on beta release :)

EDIT: Yes I do know it has been at beta stage for a while but this is the first chance to say congratulations. :D
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e.Double
 
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Post » Wed Jul 28, 2010 12:52 pm

It's about time for a new thread! Congratulations on reaching thread number three (in other words, free bump and a hearty hello from me!).


Yup finally at my 3rd thread, this is the most threads I have had for my mods :D

Wow, this mod has come along while i was away. Congrats on beta release :)

EDIT: Yes I do know it has been at beta stage for a while but this is the first chance to say congratulations. :D


Thank you, enjoy playing it :nod:
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Jeff Tingler
 
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Post » Wed Jul 28, 2010 12:21 pm

Excuse the necromancy, but is this still being worked on?
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Farrah Lee
 
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Post » Wed Jul 28, 2010 12:45 pm

Excuse the necromancy, but is this still being worked on?


Of course! He's planning an expansion for this and I'm working on several new shops for him. :D Often as I can. LOL
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Tiffany Castillo
 
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Post » Wed Jul 28, 2010 7:43 pm

Excuse the necromancy, but is this still being worked on?


Yes this is still being worked on :D, currently planning new additions. Plus I am actually going to re-build the innards of the mod to fix bugs and generally improve it :foodndrink:

Plus as WhoGuru said, she is making a few additional shops for the mod, which if the first one is anything to go by then they will be top notch.
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Lakyn Ellery
 
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Post » Wed Jul 28, 2010 2:02 pm

That's great to hear. This is definitely one of the mods I'm most looking forward to. A big thank you to you and WhoGuru alike for all of the hard work and dedication you both have placed into this mod! I really appreciate it! :)
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Ebou Suso
 
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Post » Wed Jul 28, 2010 6:05 pm

That's great to hear. This is definitely one of the mods I'm most looking forward to. A big thank you to you and WhoGuru alike for all of the hard work and dedication you both have placed into this mod! I really appreciate it! :)


Thanks its appreciated :), The beta is fully playable btw, as long as you grab the latest patch, though there are a few lingering bugs that have been reported since its release, but they are not game breaking as far as I am aware :D
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Alyce Argabright
 
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Post » Thu Jul 29, 2010 5:17 am

Yeah, I realize that the beta is playable; I'm just not a big fan of cats or boars. :frog: I'd preferably enjoy a canine companion, more specifically a wolf but would not think of taming one in the wild, which, although sounds interesting, my character just isn't a hunter or ranger so it would be a little odd for him to be doing such a thing in the first place. Besides, all the pets that you can buy have all those spiffy skills available, and I'd like to be able to customize my pet with interesting abilities and such...

Actually, this leaves me with a few questions.

First, does the Taming skill offer any type of perks every 25 levels (novice, apprentice, journeyman, etc.) other than increasing the probability of a tame to be successful? Also, what would happen if I were to use the skill with, say, Oblivion XP? Would I just receive taming XP and be done with it? Or would the two be immediately incompatible?

Also, I'm assuming that tamed pets 'are generic pets and are not uniquely set up like the pets in the mod.' implies that tamed pets will not possess the regular abilities/skills as normal store-bought pets. Am I correct in this assumption? Would you mind clarifying this a bit more?

Also, when you state that Unique Pet Imports are disabled, how can we enable them, and what exactly does it mean? Does it mean that we can buy any pet we tame and allow them to use the regular skills and abilities of the store-bought pets?

Any responses would be greatly appreciated.
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Campbell
 
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Post » Wed Jul 28, 2010 7:59 pm

Yeah, I realize that the beta is playable; I'm just not a big fan of cats or boars. :frog: I'd preferably enjoy a canine companion, more specifically a wolf but would not think of taming one in the wild, which, although sounds interesting, my character just isn't a hunter or ranger so it would be a little odd for him to be doing such a thing in the first place. Besides, all the pets that you can buy have all those spiffy skills available, and I'd like to be able to customize my pet with interesting abilities and such...

Actually, this leaves me with a few questions.

First, does the Taming skill offer any type of perks every 25 levels (novice, apprentice, journeyman, etc.) other than increasing the probability of a tame to be successful? Also, what would happen if I were to use the skill with, say, Oblivion XP? Would I just receive taming XP and be done with it? Or would the two be immediately incompatible?

Also, I'm assuming that tamed pets 'are generic pets and are not uniquely set up like the pets in the mod.' implies that tamed pets will not possess the regular abilities/skills as normal store-bought pets. Am I correct in this assumption? Would you mind clarifying this a bit more?

Also, when you state that Unique Pet Imports are disabled, how can we enable them, and what exactly does it mean? Does it mean that we can buy any pet we tame and allow them to use the regular skills and abilities of the store-bought pets?

Any responses would be greatly appreciated.


Yeah I never got around to adding those pets in before a release, it was a push to get this out as a Beta without getting fatigued by all the modding :)


1) Currently the perks are higher taming chance, due to the tame idea being a last mintue addition I never had much of a chance to really plan it in detail, Also using with ObXP should be fine but I doubt you will get experience because the mod is not setup to have experience workings. With the new releases of it however it should be easier to addin functionality for those who use both mods.

2) Yes tamed creatures are just that, they have become tamed. They are not trained in anyway so they cannot be taught and do not have the same functions as the store pets. They were designed that way from the start.

3) Import pets is a disabled function because its not finished. The reason its there is becuase I had set up the needed stuff so Hex_0ff could do his magic and code the import. What it does in short is allow a user to buy generic pet versions of any creature they meet in the game. Be it from Vanilla oblivion or a mod added creature.
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Vera Maslar
 
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Post » Wed Jul 28, 2010 8:56 pm

One last thing: would buying generic pets from the store allow you to teach them abilities/skills in any way? What else would be the practical use for buying pets in the store when you can just tame them in the wild?
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yermom
 
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Post » Wed Jul 28, 2010 9:16 pm

One last thing: would buying generic pets from the store allow you to teach them abilities/skills in any way? What else would be the practical use for buying pets in the store when you can just tame them in the wild?


The main idea is to give them a small amount of options, so they would be able to learn skills etc, but not as may as a pet you would get from the shop only. So tamed pets have no skills or commands. Imported pets have a small amount of commands and skills and the pets that are only found in the shop are fully customized.
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Betsy Humpledink
 
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Post » Wed Jul 28, 2010 6:17 pm

That's pretty interesting stuff. So I wager that there are no trainers to teach skills to pets, every pet just has their own skillset and that's that. There's no way to teach them new ones and whatnot. Am I correct in assuming this?
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yessenia hermosillo
 
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Post » Wed Jul 28, 2010 5:46 pm

There is no trainer you take the pet too, instead the player buys skill tokens which grant them the ability to train the pet. Each skill and ability requires a set number of these tokens.

Currently all pets share the same skill set, but I do plan to give them some unique skills too when I get around to modding.
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sas
 
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Post » Wed Jul 28, 2010 5:04 pm

This issue is probably just my ignorance, but... after I use the follow command the pet will follow me. However, he will not leave the shop with me. How do I get the pet through doors? Or is this a bug or conflict with a mod maybe?
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Terry
 
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Post » Wed Jul 28, 2010 9:56 pm

There is no trainer you take the pet too, instead the player buys skill tokens which grant them the ability to train the pet. Each skill and ability requires a set number of these tokens.

Currently all pets share the same skill set, but I do plan to give them some unique skills too when I get around to modding.



I can help with ideas for skills if you want. Im real good at coming up with stuff!
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Georgine Lee
 
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Post » Thu Jul 29, 2010 5:47 am

This issue is probably just my ignorance, but... after I use the follow command the pet will follow me. However, he will not leave the shop with me. How do I get the pet through doors? Or is this a bug or conflict with a mod maybe?


LOL They do that sometimes. Use the whistle once you're outside the shop and your pet will show up beside you. :foodndrink:
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jeremey wisor
 
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Post » Thu Jul 29, 2010 5:38 am

This issue is probably just my ignorance, but... after I use the follow command the pet will follow me. However, he will not leave the shop with me. How do I get the pet through doors? Or is this a bug or conflict with a mod maybe?


The pet whistle is your friend ;)

I can help with ideas for skills if you want. Im real good at coming up with stuff!


Sure :D
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Jodie Bardgett
 
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Post » Wed Jul 28, 2010 6:55 pm

The pet whistle is your friend ;)

Oh duh! face slap to self.
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~Amy~
 
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Post » Wed Jul 28, 2010 8:01 pm

I've already come up with around 20 simple ideas for skills as well. If you'd like to hear them, just say so and I'll gladly post them here.
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Solène We
 
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Post » Thu Jul 29, 2010 6:19 am

Oh duh! face slap to self.


Easy mistake :)

I've already come up with around 20 simple ideas for skills as well. If you'd like to hear them, just say so and I'll gladly post them here.


Sure post them, all ideas are welcome :nod:
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Farrah Barry
 
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Post » Wed Jul 28, 2010 10:15 pm

Well I like the mod and it does everything as advertised. I am excited and would really like to see this continued. So you asked for ideas here are some big ones.
I like the idea that you develop your pet over time (currently where time is the accumulation of gold). At higher levels the cost is pretty low and this results in higher level character buying a pet and insta-growing them. Is there some way to make a pet grow over a difference in time based on the game date of purchase and the current game date. Perhaps growing once per year?
Next idea, commands like follow, wait, etc... are necessary to control a pet why not also make them skills and abilities instead of your pet can already do these things. Currently horse commands revamped does much the same thing with horses. In that you have to learn the commands before you can use them.
Third idea, is there a way to have mini quests that teach the skills and abilities as an alternative to just buying a skill or an ability? Such as a quest to find a potion, pick, etc... where the pet sniffs at the items in question at some location until the pet finds the correct item. To keep mod development time to a minimum placing the "quest item" into an existing dungeon, fort , cave etc... with a quest that directs you to the location to find the item. Once the pet sniffs (finds) the correct item the ability is gained. OR
Herbalism is a mod that introduces a new skill to players that goes up over time with usage of finding flora. Something similiar could be used to increase pet skills over time tooas they finf potions, flora, picks, etc....
Well as I said I really like the mod so I hope the immersion ideas help you one way or another.
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Jynx Anthropic
 
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