This mod adds to the game a new wolf companion to accompany you on your travels. He starts off as a puppy and grows up over time (default: 10 game-weeks). Every day he gets hungry so you need to feed him some raw meat. There are a few special commands that unlock as he grows. Finally, you have the option of giving him a fully custom name
Skyrim Wolf Companion Mod
A unique and definitely not lore friendly little robot, with optional colors and head-turrets. Head turrets!Cinder The Flame DancerA flame atronach companion with her own small unvoiced quest/backstory.
A comprehensive mod to allow you to build your own dwemer companions from items forged and found in the world. Each type of follower has its own unique uses/abilities, and most have several upgrade options as well.
Link's Wolf companion, the wolf from LoZ Twilight Princess,actually the wolf on the game LoZ Twilight Princess is Link,he got a curse from someone, but if you play as Link the Hero of Timeinlcuding his gear, then it does not match to name the mabari "Link",but you can name it using names from LoZ games, it would be matchfull.
How to make the mod work?When you got the mabari and its in your party, select the mabariand use the cheat code "runscript appearance 49", then save the gameand you can enjoy your gameplay as Link and his wolf companion.
Stray is out, letting players experience the highs and lows of a household feline in a cyberpunk world. During the game, you meet lonely folks and give them comfort in dark times, letting you play out a microcosm of the companion-effect from many quality games - so here's five mods adding companions that inject a little life into dark worlds!
Adds a human knight that follows Geralt and helps in combat. Though Geralt occasionally works with others in the game for scripted sequences, he's what one could quite comfortably call a lone wolf - deciding the best way to get the job done is alone, with minimal reliance on others. However, this means many hours spent trawling the janky environments of The Witcher alone, and so with this mod, a little bit of help can go a long way to making the world a little more alive.
Not content with adding merely one friendly NPC to follow you around in an otherwise lonesome game, this modder made another, this time for Deus Ex, that gives you a friendly guard you can summon and unsummon as you like. He will fight NSF on sight and will help you if you are attacked by any enemies. You can also give him any of your weapons to help you even more. Look back over this modder's other titles, and you'll find even more companion mods aimed at letting you experience the games you love with an extra helping hand.
It would've been counter productive for every mod featured in this editorial to focus on humans, and that's why we're pivoting to critters with this mod for Dragon Age: Origins which adds a friendly wolf from the Legend of Zelda franchise to join you on your journeys. Dragon Age goes into some dark and grim places and whilst your party is usually around to offset the tension, few things offset tension better than dogs and dog-like beasties.
Stray's a game aimed at channelling this and more, putting us in the position of that quiet comfort companions and brief appearances from harmless critters give in darker games. If you were one of the robotic denizens of this place, the game would be closer to a dark sci-fi RPG or even horror game, but as you can sneak through passages, deflect the few foes the game throws at you, and settle down for a nap now and then, it's a whimsical adventure, instead, with a reasonably carefree attitude.
This adds a wolf to the game.You'll find him outside ofSeyda Neen. If you take the main path from Seyda Neen to Peligad, a ways pastthe siltstrider, you'll come to a fork in the road with a signpost that hasseveral directions on it. Take the path to Ebonheart (fork to the right ifleaving Seyda Neen). Go a short distance and you'll see a corpse with a note anda wolf standing next to it (don't worry, he won't bite you).
VERSION 3.1:Before Grumpy passed away on June 17th 2005, we had together decided that I should make an upgrade of our Wolf Companion Spot. The upgrade is now completed, and here you will find ver3.1. As in previous versions, three esp-files are included - one will give you a black wolf, one a white wolf and one a red wolf. But, the wolves are not compatible - you have to choose one of theesps.- EmmaWhat's New in Ver 3.0-3.1?Ver 3.0:a) New warp system - based on the warping in Constance- and Beryl mod. (My special thanks to CdCooley and Peter, who have helped me to optimize my layman creature-versions of Grumpy's scripts).b) The command ring will now also make it possible for you to make Spot travel to you (teleport) if you have been separated. Just put it on your finger, and he will come to you, even if you are in Balmora and he in Seyda Neen (does NOT work in interiors or in Mournhold - if you want to use this utility in Mournhold, please follow the instructions in the Spot warpscript). You can still also get him back by talking to Eldafire in Seyda Neen.c) Due to the many incompatibility issues with various clones of previous Spot, the dialog has been completely remade.d) Fixed a missing dialog entry for health potionse) Extended interaction with other npcs. All Children inMorrowind, as well as certain other npcs (above all the MW_family,Constance,Laura, Lokken companions, Lost Heir companions, Witchgirl companions) will notice Spot and comment on him when he is in following mode.Ver 3.1:a) Added combat options in order to improve Spot's fighting style. You can now choose if you want him to always warp to you (which means he will also warp to you during combat), or if you want him not to warp when you have your weapon drawn or a spell readied (which can be a better options for those who fight with targeted spells or marksman weapons). Npc-companions are set up not to warp when they have their own weapon drawn or spell readied, but for obvious reasons, this won't work with a creature like Spot.
VERSION 2.1:This is the last version Grumpy and I did together, and theone that has been the template for many other creature companions by otherauthors. I decided to keep it online as well, as the scripts might be easier touse, and, well... as the ID-names and dialog has been completely remade in ver3.0, you should be able to have both a ver 3.1 and a ver 2.1 Spot in your game.
New in version 2.0-2.1:Ver 2.0a) Wolf companion Spot now has a "command ring" that will instantly warp him to the player and bring him out of combat mode. (Very useful if Spot get stuck at a stair, as wolves don't have any animation for climbing stairs. Also very useful if Spot remains in fighting mode after a combat and therefore refuses to follow you)b) Three different looks - you can now choose if you want your wolf companion to be red, black or white. Threeesp-files have been included in the zip-file, one for each color (the esps are NOT compatible - you can only use one Spot at the time).c) Spot has learnt a few new tricks. If you give him rat-meat, you can make him play dead, sit, lay down or howl.d) Spot can now be ordered to stay outside each time you enter an interior.e) an animation that were used when Spot was in wander mode has been removed, in order to prevent him from odd behaviour (not walking, just warping) when joining you again.f) Tribunal dependancy has been removed.Ver 2.1g) The command ring will now be automatically added to your inventory if it isn't there (i.e. you can never lose it).h) If you happen to lose track of your wolf companion, just go to Seyda Neen and talk to Eldafire (she's walking around in the center area) and she will know where you can find him.
One of the more interesting Creation Club Packs that's included in Skyrim Anniversary Edition is Bone Wolf, which adds new enemies, a quest themed around them, and a new pet for players to tame. The Bone Wolf itself is an undead wolf that gives powerful bonuses to the player, but can only be gained through a quest chain.
Once players have defeated the necromancer in Skyrim's Let Sleeping Wolves Lie quest, they should loot the journal, key, and Totem Bone from his body. The journal will reveal that the necromancer was in the process of binding a new wolf, but hadn't yet completed the ritual. The Bone Wolf itself can be found in the cage nearby, which is unlocked with the key.
Havent played much fo4 lately mostly skyrim , sse , but when watching a febrith video review , she' mentioned because of nexus doing " their " thing, mod authors were removing their brilliant mods, some anyway ,
The Elder Scrolls V: Skyrim Anniversary Edition adds even more for players of this massive game to do in celebration of its tenth anniversary. With the addition of a vast amount of Creation Club content, players can continue exploring Skyrim and beyond, picking up new weapons, armor, companions and even pets, like the Bone Wolf.
One of the great thing about the additional content is that it's meant to flow seamlessly into the previously established world -- and what feels more natural in draugr-infested Skyrim than an undead wolf that travels with the Dragonborn? This quest was created by skinnytecboy and can be downloaded as a mod for any version of Skyrim.
Head north to find the necromancer's encampment, which is guarded by two wolf thralls and the necromancer himself. The necromancer will immediately launch into battle to protect himself, so be prepared for a fight. After defeating the necromancer and the thralls, loot the body to pick up the necromancer's journal, a bone totem and a key.
Reading through the journal entries reveals that the necromancer was attempting to bind a new wolf to serve him, but the ritual was not yet completed. Searching the area, there is a nearby locked cage with the unbound Bone Wolf within. 2ff7e9595c
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