[RELz]Packdonkeys

Post » Tue Mar 29, 2011 2:12 pm

Packdonkeys
- featuring Mr_Siilka's packdonkey models


Download at http://www.tesnexus.com/downloads/file.php?id=36966
or at http://lovkullen.net/Emma/Packdonkeys.htm

Description
===========

At the Chorrol stables, you can now buy up to three packdonkeys - Groucho, Chico and Harpo.
They will follow you everywhere, including through dungeon crawling and into your home, so you better tell them when you don't want them to tag along!
Each of them are carrying two containers, so you can keep your loot sorted.
You can reward your donkeys with apples and carrots in order to keep them happy.

They are essential, and as for healing, they have an ability that makes them slowly auto-heal over time.
They each come with their own summon-spell, so you don't have to worry about that they get lost.

The donkeys are pack-animals, not fighters. In general, they will only fight to defend themselves and then return to peaceful again. Unless you are using mods that adds new enemies who don't have "standard" faction belongings (FCOM, MMM, OOO), it is not likely that your donkeys will get attacked very often.

Don't bring them to Oblivion planes! I have deliberately removed the code to secure their return from these areas, simply because I felt it would be against the Cyrodiilic laws regarding cruelty towards animals to bring them there at all! If you bring them there and they'll disappear, they will show up again, but you'll have to buy them once more in order to get access to their inventories. You deserve that!

Install
=======
Just drop the esp and the bsa in your Oblivion/Data folder. Don't forget to check the mod when starting the game!


Credits
=======

Mr_Siilka - creator of the packdonkey resource, available with his Farm Animal mod, http://www.tesnexus.com/downloads/file.php?id=14265
CDCooley - the scripting is hacked, slashed and reworked from his scripting for Wolfgang in our Companion Vilja mod.
Amgepo, Blockhead, Crashpilot - testing, troubeshooting and feedback.
Terry Pratchett - owner and tester of Humphrey, my original packdonkey from whome these three were cloned.

Usage
===============

- The main home of this mod is on my web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod from any other source it may not be the latest version!!
- Please do not upload any versions, current or altered, of this mod anywhere without my knowledge and agreement.
- Please do not include this mod in any compilation without my knowledge and agreement!
- Should something happen so that the mod is no longer available on the net, please try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Elder Scrolls download sites. Please send an e-mail or PM to me to notify on this!
- the packdonkey models are modders resources, made by Mr_Siilka, see link in credits section.


- Emma
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Roanne Bardsley
 
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Post » Tue Mar 29, 2011 4:00 pm

Wow. I was getting flustered by the limited capacity of my saddlebags, this is just what I need for a multi cave crawls. Thanks.

P.S. So now not only do I have to worry about strawberries, but apples and carrots too!!!! You really need a mod that multiplies the availability of these x10 :)

Any idea if companion compatability mod will work with them too for the faction issue as it does with Vilja?
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Alex Vincent
 
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Post » Tue Mar 29, 2011 3:58 pm

Wow. I was getting flustered by the limited capacity of my saddlebags, this is just what I need for a multi cave crawls. Thanks.

P.S. So now not only do I have to worry about strawberries, but apples and carrots too!!!! You really need a mod that multiplies the availability of these x10 :)



Oh, do not worry! :)
Nothing "bad" will happen if you don't reward them - animals don't have any "disposition towards the player".

I just felt so many times that I wanted to reward my loyal wolf companion for being such a great pal, and it saddens me that I *currently* cannot do so.
So, for the donkeys, I added in the option...
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Dalton Greynolds
 
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Post » Tue Mar 29, 2011 9:24 am

...so I guess a wolf companion mod is in the works :)
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patricia kris
 
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Post » Tue Mar 29, 2011 4:37 pm

Amazing timing!

For some time I've felt that one of the few things modded Oblivion lacks is a good Pack Animal mod. I even drafted a request with what I envisioned such a mod should include, but never got around to finalizing it. While this isn't quite what I had in mind, it's darn close. In any case beggars can't be choosers. Instant download!

Thanks ever so much!

-Decrepit-
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NEGRO
 
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Post » Tue Mar 29, 2011 4:14 pm

Amazing timing!

For some time I've felt that one of the few things modded Oblivion lacks is a good Pack Animal mod. I even drafted a request with what I envisioned such a mod should include, but never got around to finalizing it. While this isn't quite what I had in mind, it's darn close. In any case beggars can't be choosers. Instant download!

Thanks ever so much!

-Decrepit-


Really, I'm surprised now that I haven't given this a thought earlier on, as I made packdonkeys for Morrowind.

Tell me, what was it that you actually had in mind? :)
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Josh Trembly
 
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Post » Tue Mar 29, 2011 11:55 am

Sounds like another must have to me! One question, do they have a weight limit?
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Roisan Sweeney
 
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Post » Tue Mar 29, 2011 3:39 pm

Sounds like another must have to me! One question, do they have a weight limit?


No, they carry as much as you can put in their containers, just like (most) other companions.
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Lifee Mccaslin
 
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Post » Tue Mar 29, 2011 2:24 pm

So... not only are they cute and useful, but they're named after the Marx Brothers. I'll be grabbing this now :)
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Victor Oropeza
 
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Post » Tue Mar 29, 2011 3:28 am

Really, I'm surprised now that I haven't given this a thought earlier on, as I made packdonkeys for Morrowind.

Tell me, what was it that you actually had in mind? :)

Well, since you asked....

I dug up my request draft. And draft it is. At the least it needs much polishing. Here it is, warts and all...
Spoiler
After all these years, there seems to be no high-quality pack-animal mods for Oblivion. Seems to me there should be a decent demand for a realistic and immersive means of transporting massive amounts of loot and survival equipment during extended adventures. Yes, there is the Pack Guar mod, but Guars seem out of place in Cyrodiil except when used by wandering Morrowind merchants and adventurers. Nexus carries one pack-horse mod but it is, for me, visually unappealing since storage containers are not actually seen.

The sort of mod I envision would have these features:

Horse or donkey or drivable animal-drawn cart/wagon showing appropriate containers. (Wasn't someone working on a drivable wagon some months ago?)

If horse/donkey should NOT be mountable but able to follow an avatar via “Let's Go” “Stop” and “Wait” and/or other commands.

If beast-drawn cart/wagon should have a mountable seat for avatar (or companion?) from which he or she can “steer”.

If animal-drawn cart/wagon should have inability to travel through overly mountainous/rough terrain.

Realistic beast-of-burden top-speed, possibly variable by carried weight.

Realistic load limit per animal/cart.

Ability to acquire multiple beasts, strung one behind the other.

Ability to select essential or non-essential.

If attacked animal(s) would run rather than fight, then have to be tracked down afterward.

Heavily laden beast(s) not able to swim but rather drown in deep water.

If non-essential pack-animal dies, body does not decompose until the avatar buys replacement and transfers gear / spoils.

Possible tie-in to portable camp.

Inability to enter dungeons (caves, ruins, etc.), buildings and Oblivion realms, but ability to enter cities. (Latter might be toggable.)

-Decrepit-

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Karine laverre
 
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Post » Tue Mar 29, 2011 3:19 am

Damn, I had almost perfected my mod list. Now I'll have to add this one. Stop releasing good mods! ;)
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Sierra Ritsuka
 
Posts: 3506
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Post » Tue Mar 29, 2011 9:08 am

Well, since you asked....

I dug up my request draft. And draft it is. At the least it needs much polishing. Here it is, warts and all...
Spoiler
After all these years, there seems to be no high-quality pack-animal mods for Oblivion. Seems to me there should be a decent demand for a realistic and immersive means of transporting massive amounts of loot and survival equipment during extended adventures. Yes, there is the Pack Guar mod, but Guars seem out of place in Cyrodiil except when used by wandering Morrowind merchants and adventurers. Nexus carries one pack-horse mod but it is, for me, visually unappealing since storage containers are not actually seen.

The sort of mod I envision would have these features:

Horse or donkey or drivable animal-drawn cart/wagon showing appropriate containers. (Wasn't someone working on a drivable wagon some months ago?)

If horse/donkey should NOT be mountable but able to follow an avatar via “Let's Go” “Stop” and “Wait” and/or other commands.

If beast-drawn cart/wagon should have a mountable seat for avatar (or companion?) from which he or she can “steer”.

If animal-drawn cart/wagon should have inability to travel through overly mountainous/rough terrain.

Realistic beast-of-burden top-speed, possibly variable by carried weight.

Realistic load limit per animal/cart.

Ability to acquire multiple beasts, strung one behind the other.

Ability to select essential or non-essential.

If attacked animal(s) would run rather than fight, then have to be tracked down afterward.

Heavily laden beast(s) not able to swim but rather drown in deep water.

If non-essential pack-animal dies, body does not decompose until the avatar buys replacement and transfers gear / spoils.

Possible tie-in to portable camp.

Inability to enter dungeons (caves, ruins, etc.), buildings and Oblivion realms, but ability to enter cities. (Latter might be toggable.)

-Decrepit-




I'll copy and paste your notes for future thoughts and possible upgrades ;).
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Causon-Chambers
 
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Post » Tue Mar 29, 2011 7:53 am

Will these donkeys even follow me through an Oblivion gate or into the Shivering Isles? :)
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Mark Hepworth
 
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Post » Tue Mar 29, 2011 11:33 am

Will these donkeys even follow me through an Oblivion gate or into the Shivering Isles? :)



Don't bring them to Oblivion planes! I have deliberately removed the code to secure their return from these areas, simply because I felt it would be against the Cyrodiilic laws regarding cruelty towards animals to bring them there at all! If you bring them there and they'll disappear, they will show up again, but you'll have to buy them once more in order to get access to their inventories. You deserve that!



;)


Shivering Isles should be fine, I believe.
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Richard Thompson
 
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Post » Tue Mar 29, 2011 7:05 am

;)


Shivering Isles should be fine, I believe.


So you consider it animal cruelty to bring them into the realm of Mehrunes Dagon, but it is fine when you take them to Sheogoarth's realm? :huh:
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Irmacuba
 
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Post » Tue Mar 29, 2011 6:40 am

No, they carry as much as you can put in their containers, just like (most) other companions.


Great, that helps me a lot. Between the donkeys and my various inventory bags I'll be set, organization on the go! Also, I want to say I love animals and that you give a small way to interact with them is wonderful.
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Cat
 
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Post » Tue Mar 29, 2011 1:30 pm

So you consider it animal cruelty to bring them into the realm of Mehrunes Dagon, but it is fine when you take them to Sheogoarth's realm? :huh:



Well, Oblivion is uglier :P
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Reven Lord
 
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Post » Tue Mar 29, 2011 6:36 am

Cool. Congrats on releasing another fine mod, Emma :)
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Rhiannon Jones
 
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Post » Tue Mar 29, 2011 6:12 am

...so I guess a wolf companion mod is in the works :)


Well... not necessarily... there are other mods that include wolf companions... :whistling:
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Alex Vincent
 
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Post » Tue Mar 29, 2011 7:35 am

So... not only are they cute and useful, but they're named after the Marx Brothers. I'll be grabbing this now :)


Yes, guess I should name them after someone :D


Damn, I had almost perfected my mod list. Now I'll have to add this one. Stop releasing good mods! ;)


Hmm... stop reading release threads?? ;)
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Mario Alcantar
 
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Post » Tue Mar 29, 2011 2:24 pm

Cool. Congrats on releasing another fine mod, Emma :)



Thank you - hope you will like it :)
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Mizz.Jayy
 
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Post » Tue Mar 29, 2011 5:18 am

Noy yet in the BOSS list. Any recommendations for load order?
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Neliel Kudoh
 
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Post » Tue Mar 29, 2011 5:15 pm

Packdonkeys, cool! Wait till I tell vilja! Poor little thing must be tired carrying around my stuff :D Now she can have some rest and look for them weeds her sister needs so much in morrowind :D
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Robert DeLarosa
 
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Post » Tue Mar 29, 2011 12:14 pm

Noy yet in the BOSS list. Any recommendations for load order?

I just made the request to have it added in the official BOSS thread (that is the way to do it), so expect it to be on the list any time now (rarely takes more than a couple of days.) :D
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Avril Louise
 
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Post » Tue Mar 29, 2011 10:35 am

I just made the request to have it added in the official BOSS thread (that is the way to do it), so expect it to be on the list any time now (rarely takes more than a couple of days.) :D



I must admit I'm not quite clear over how this works - am I supposed to post in the BOSS thread when I realease a mod? I quite happily do so, but I simply haven't been aware of that.
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Kate Norris
 
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