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Set and Command Pet

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About This File

Name: Set and Command Pet

Author: Critterman

Version: 1.0

Date: 8/6/2009

Category: Spells/Magic

Requirements: Oblivion Patch 1.2.416, OBSE v1800

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Description:

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This is a mod that uses OBSE's v1800 user-defined functions. Which means anyone can use my mod to call the functions I made and easily make their own pet mod. Included with the download are two versions of the mod. One is used to play the mod and one is a resource for any modder who wishes to make a pet mod. This mod was made for ease of use, so that beginning modders could mod without pulling their hair out. So if you don't like how I made the mod then change it to your exact preferences!

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Features:

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Playable Version:

- You gain a spell which you can use to set and then command any pet you wish. Even though this was originally intended to be used on creatures it works perfectly fine on NPCs as well.

- Cast the spell the first time to set the actor as you pet then cast it again to access the command menu

- Follow Command: Commands your pet to follow you where ever you go.

- Wait Command: Commands your pet to wait around at it's current location.

- Heal Command: Heals your pet for 50 points at a cost of 25 of your magicka.

- Dismiss Command: Dismisses your pet back to the location you found it. Note, the pet will still be friendly towards you even if you found it as an enemy to you.

- The pet will defend you against any enemies that try to fight you.

Resource Version:

The SetandCommandPetResource.esm is the resource version of this mod. Use it to create your own pet mod.

Functions:

SetPet

syntax: reference.Call SetPet

Automatically assigns the called reference as a pet to the player. The pet will follow the player.

CommandWait

synax: reference.Call CommandWait whicharea:short

Makes the pet stick in one spot until another command is called. The pet will wander in a area defined by the whicharea argument. 0 is for 50 units, 1 for 100, 2 for 200, 3 for 300, 4 for 400, 5 for 500, 6 for 1000, and 7 for 999999 (pet will essentially be able to move where ever it wants).

CommandFollow

syntax: reference.Call CommandFollow

Makes the pet follow the player until another command is called. Calling this command on a pet that is already following will do nothing and the pet will continue to follow.

CommandHeal

syntax: reference.Call CommandHeal amounttoheal:float magickacostflag:short

Heals your pet however amount of points defined by the amounttoheal argument, and then subtracts half of the amount healed from the players magicka UNLESS the magickacostflag is set to 1 (set it to 0 for normal magicka subtraction); then no magicka will be deducted. Note (when magickacostflag is 0), if the player does not have sufficient magicka then the pet will not be healed.

CommandDismiss

syntax: reference.Call CommandDismiss

The pet may wander around in current location, but will eventually return to the place you found it. Note, the pet will still be friendly towards you and other enemies.

PetGhost

syntax: reference.Call PetGhost

Gives pet a ghostly effect.

PetDemon

syntax: reference.Call PetDemon

Give pet a fiery effect.

GetPetNum

syntax: Call GetPetNum

Returns the number of pets following the player. Note, only returns following pets, waiting pets arn't counted.

Guide to using the SetandCommandPetResource.esm:

Open the CS with OBSE (see here if you don't know how to do this: http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Script_Extender). Then load up Oblivion.esm and SetandCommandPet.esm. Then click file>save to save your own plugin file (or just load up your mod if you already have it created). Once you have done this you can now use the functions listed above in any scripts you create.

If you need an example on how to use the functions look for the CMTEST... spells. Further more you can use the test spells in the game by opening the console and typing "SetStage CMCommandsTEST 0" without the quotes.

When you have finished your mod you will have to pack the SetandCommandPetResource.esm with your mod. When you do this make sure you also credit me in your readme (it is all i ask :D ). And then your done!

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Install:

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1. Extract the files from the archive.

2. Copy files to (install folder)\Oblivion\Data\

3. Start Oblivion Launcher, click 'Data Files'

4. Place a check mark beside SetandCommandPet.esp. Unless you wish to use the resource version or are using a mod that requires it, then you should check the .esm file as well.

5. Have fun commanding the actors of oblivion!

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Un-Install:

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1. Start Oblivion Launcher, click Data Files, uncheck the .esp and the .esm file.

2. Delete the .esp and .esm files as well.

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Compatibility:

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Should not conflict with any other mod as it only adds new things.

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Bugs/Issues:

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No know issues so far, please let me know if you find any. You can contact me on the Bethesda Forums via a PM or posting in my release thread.

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History:

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1.0 - 8/6/2009 - Initial Release

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Contact:

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Bethesda Forums

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Credits:

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Thanks to Bethesda for creating Oblivion.

Thanks to InsanitySorrow for the Oblivion tool kit used to generate this readme. (first mod to use his function I believe XD)

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Tools Used:

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TES Construction Set

Oblivion Tool Kit (Alpha version)

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License/Legal:

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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.

Also if you use this mod in your own (like using the .esm), please credit me in your readme.

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