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Packdonkeys ver 2.
1by Emma and CDCooley
- featuring Mr_Siilka's donkey models
Click on the pictures to enlarge them
New in ver 2.1
- Now works even if you don't have
Shivering Isles installed
- Fixed minor bug relating to buying Chico last.
- They will no longer get their AI corrupted if you go to jail (unless you
use the "See You Sleep" mod without disabling the Jail bedrolls)
New in ver 2
New in ver 1.1
Upgrade from ver
1.0-1.1
Download links:
- As mentioned above, there are now
four donkeys - Groucho, Chico, Harpo and Zeppo (thank you, Mondstein, for
allowing us to use your black retexture for Zeppo!).
- One summon-spell handles all the donkeys that you own. Summon them
individually, or all of your donkeys at the same time!
- Customizeable - it is up to you to decide the following
- encumberance - choose between a variety of limits (500, 1000, 1500,
2000, and 2500), or no encumberance limit at all. (No encumberance limit is
default).
- following distances - choose how close behind each of them should
follow you. Very useful if you are bringing more than one donkey along, or
if you have other companions in tow.
- following behaviour - by default, they will follow you everywhere,
including dungeons or inside your abode. But this can be tailored and
toggled to suit your personal wishes and needs.
- note that some customizing options are available from the
summon-spell, whereas others are available from the submenu
"options" when you activate the donkey.
- New stable markers that can be set anywhere, one for each donkey! Just
"talk" to them to set the stable location (on the options
sub-menu) and then tell them to go home or use the summoning spell to send
them home. Until you choose a new stable, they each will return to Chorrol.
- The donkeys will return automatically from Oblivion, but they will not
follow into Oblivion on their own. You will have to summon them, and the
spell will give a warning because they really don't do well there. (Besides,
it must be against the Cyrodiilic laws regarding cruelty towards animals to
even think of bringing them there!)
- More variety to their animations, especially when they are relaxing.
- Also enemies from OOO are unlikely to attack the donkeys.
Added command "Relax".
Now, when you ask a donkey to "Wait", he will stand still where he
is. "Relax" is the same as the "wait" behaviour was in
ver 1.0, i.e. the donkey may wander around and even grab an apple or carrot
he finds on the ground (or steal one from an npc).
If you are already a donkey-owner, it should still be easy to upgrade
the mod.
Replace the esp and the bsa with the new ones.
Ingame, start by casting one of the old donkey summon spells. This should
add the new summon spell to your spell inventory and upgrade all the donkeys
with the new features.
Download Packdonkeys
from Emma's Elder Scrolls Site
Download Packdonkeys
from Great
House Fliggerty
Download Packdonkeys
from TES.Nexus
Download Packdonkeys
from TES
Alliance
You
are welcome to discuss and ask questions about my mods in my
forum.