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This page was last updated on 27 February 2024, 2:40PM
- Changelogs
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Version 1.1.5k
- Fixed an issue that prevented Skeith from being recruited.
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Version 1.1.5j
- Merry Christmas everybody! This patch wasn't something that I had planned to release this early, but there were some long standing issues that I felt needed fixing asap, so here it is!
- When I first made this mod I wasn't too well versed in coding and created a script which adds perks and spells to the player when they first start the game. Recently I was looking back at my old work and discovered that this script requires skse to function, which means that xbox players and a minority of pc players were unintentionally denied access to some of the features of this mod. To rectify this oversight, the script has been improved and remade to take advantage of skse if it's present but it will still function without it.
For players midway through a playthrough who don't currently have the perks and reset spell due to my mistake, you can acquire them by creating a potion at most crafting stations. The potion is called "Missing Attack Dogs Abilities!" and will only appear in a crafting list if you happen to be missing one of the abilities.
- Durzogs had their normal map updated with more macro details and contours to be more accurate to 4thUnknown's original vision.
- Hoar's missing normal map was restored.
- I've included some work in progress texture updates for foxes that were intended for the next major update, they're not quite done yet but they are an improvement over the current ones in certain areas.
- The spell scaling perk for animals was slightly stronger than it should have been and has been lowered to the correct value.
- Fixed a vanilla skyrim bug that prevented slows and speed buffs from taking effect immediately when applied to an npc.
- The scripts for several abilities were improved to be more efficient. The static portion of damage from bleeds was split from the percentage portion and can now stack. The percentage portion of the effect can still only be applied once, just like before. Death bloom now takes poison resistance into account.
- The conjure familiar spell will now last a bit longer at each summoning threshold and can no longer be absorbed by spell absorption.
- I cleaned up a few cc abilities which weren't functioning properly due to some leftover settings from an older update.
- Targets of cc effects from this mod now become immune to that type of cc effect for 8 seconds after being affected by it.
- Cerberus was changed so that anyone could recruit him as a follower. He was supposed to be this way in the first place but I set him up wrong and never noticed.
- Flat damage reduction passives such as the death hound's were changed from reducing a static amount of physical damage per hit to reducing a scaling amount of damage for each armor point that the animal possesses. In the death hound's case, this is equal to 5 damage reduction at level 1 and 25 at level 80. Dawnguard weapons can now also prevent the perk from activating.
- Minor cloaks had their damage per second reduced down from 5 to 4.
- I fixed an issue where knockback effects had a 100% chance to proc. It was lowered to the intended 4% proc chance. The death hound can't hurt you anymore, the nightmare is over.
- Health regen didn't work quite the way that I thought it did for dogs and other npcs, so I've lowered health regen across the board by about 0.2, most dogs had either 0.5 or 0.7 previously, depending on their class.
- Support for Bone Wolf npcs and a new combat ready Bone Wolf pet was added. You need a patch and the creation club mod or skyrim AE if you want to make use of them.
- Fixed a size issue with puppies.
- Merry Christmas everybody! This patch wasn't something that I had planned to release this early, but there were some long standing issues that I felt needed fixing asap, so here it is!
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Version 1.1.5i
- - During the last update when I was making the bsa file I changed the name of the scripts folder by mistake, thus breaking the mod. I have now fixed the issue.
- Meeko's max level was set to 30 by mistake at some point. His max level has now been raised to level 80 up from 30.
- The manual had some incorrect leftover information from a few patches ago so it was updated to better reflect the current changes.
- - During the last update when I was making the bsa file I changed the name of the scripts folder by mistake, thus breaking the mod. I have now fixed the issue.
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Version 1.1.5h
- - The scaling attack damage buff for some pets had some incorrect values leftover from the testing period. This was changed to reflect the correct values.
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Version 1.1.5g
- - Updated Hati and Skoll's textures.
- Added a couple things for better compatibility with patches.
- Changed the huskies, wolfhounds, and puppies in skytest to use my textures.
- - Updated Hati and Skoll's textures.
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Version 1.1.5f
- - Fixed an asset that most of the dogs used which may have been causing a ctd.
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Version 1.1.5e
- - Foxes were reverted from the custom fox race back to their original race which should fix compatibility with several mods, including convenient horses. The convenient horses patch was removed because of this change.
- All textures were updated to the bc7 format.
- An optional 1k texture bsa was added.
- The manual was updated.
- Most abilities that had large amounts of active conditions on them got cut down to less than half the conditions. To achieve this, the maximum level had to be reduced. This should result in better performance.
- The average npc found in the wild no longer uses multiple conditions to monitor their level to decide their stats in real time. Now they get their stats when they spawn, meaning if they level up after spawning they won't benefit from increased damage and all that other good stuff. Pets still use the old real time method.
- If you were using a taming mod you can still use the reset npc spell to update their stats at the appropriate level.
- The maximum level of pets was reduced to 80.
- The level scaling of average wolves that you find in the wild was capped to around 20ish - 37 depending on the type of wolf. Red wolves are the weakest, followed by black, with white being the strongest.
- Most dogs are capped at 30.
- Most death hounds go up to 37.
- Boss animals, unique animals, and certain creatures that are supposed to have been trained by npcs will have a higher maximum level than a generic animal.
- Ranged attacks were changed to fire off at regular intervals, with various activation conditions. Instead of only at the start of combat.
- Most skills were redone to fit the new system.
- Several diseases were changed a bit.
- Bleed effects were given a bleeding visual.
- - Foxes were reverted from the custom fox race back to their original race which should fix compatibility with several mods, including convenient horses. The convenient horses patch was removed because of this change.
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Version 1.1.5d
- - Gave death hounds their own faction to prevent them from starting fights with other undead.
- Fixed several spells that had incorrect values.
- Fixed the fox auto crit ability. One of the conditions was incorrect.
- Fixed several slows that were missing the ability to be resisted provided that you have the resist stat needed to do it. Frost slows need frost resist, bleeds need magic resist, and so on.
- - Gave death hounds their own faction to prevent them from starting fights with other undead.
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Version 1.1.5c
- - Reduced the base damage of most cloaks by 1 damage, stendarr's aura and other sun cloaks were reduced by 2. The base damage of all cloaks now ranges from 3 to 6. Minor cloaks are a 3, full cloaks are 4 to 5 depending on what they do, and sun cloaks are a 6.
- Updated the scripts for temporary health debuff abilities to remove 20% of max health instead of 20% current health.
- Fixed the aoe portion of Arc's storm shroud spell. It now deals 2.5 damage per second to the main target and 5 damage per second to enemies around the target.
- Fixed Lumina's sol Invictus spell.
- Fox companions were using the dog skeleton instead of the wolf skeleton, this has now been corrected. If you're using feral foxes or hellish hounds then they'll use the fox skeleton provided by those mods instead.
- Back when I was remaking wizard fever I set it to a 100% chance to infect people for testing and forgot to change it back when I released the mod. This has been fixed and now wizard fever is back at the proper 2% infection chance.
- Changed the color of the spectral warhound spell rime blossom from green to blue.
- - Reduced the base damage of most cloaks by 1 damage, stendarr's aura and other sun cloaks were reduced by 2. The base damage of all cloaks now ranges from 3 to 6. Minor cloaks are a 3, full cloaks are 4 to 5 depending on what they do, and sun cloaks are a 6.
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Version 1.1.5b
- - Renamed the "Unfreeze NPC" spell to "Reset NPC" and changed the spell projectile to be more accurate and less intrusive. The name was changed because it's a better descriptor of what the spell does.
- Fixed several incorrect values on abilities for various pets.
- Fixed some incorrect information in the manual.
- Added some missing abilities to foxes and durzogs.
- Added a light to Twiggy.
- If you were using this mod prior to 1.1.5b then you need to use the reset npc spell on your pet to manually update them if you were using a durzog, fox, or Twiggy. Skyrim's engine won't do it for you.
- - Renamed the "Unfreeze NPC" spell to "Reset NPC" and changed the spell projectile to be more accurate and less intrusive. The name was changed because it's a better descriptor of what the spell does.
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Version 1.1.5a
- - Fixed a ctd issue that happened at level 200. A special thanks to nt5raham for discovering it and helping me figure out how to fix it.
- Made corrections the manual.
- Several incorrect spell settings were changed to their correct values.
- Changed the wizard fever disease to make spells 25% less effective in every way possible. It no longer scales.
- Gave durzog npc's a loot table. You can create food, leather, and alchemy potions from the items at the proper crafting stations.
- - Fixed a ctd issue that happened at level 200. A special thanks to nt5raham for discovering it and helping me figure out how to fix it.
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Version 1.1.5
- - Tons of bugs and missing textures were fixed.
- Overall performance was enhanced by lowering the amount of conditions on multiple spells/magic effects/perks and cleaning up unnecessary bits of code from a couple of scripts.
- The manual was updated to reflect the changes but I may have missed a few things here and there.
- The conjure unstable familiar spell is now affected by spell cost reduction up to 50% and had its mana cost reduced at the highest levels.
- The damage output and scaling of pets was re-balanced.
- Durzogs were added to the game.
- Huskies and german shepherds got a new attack.
- Bleeds deal percentage damage.
- Tons of animals got new textures or graphical updates of some kind.
- Each pet now has their own unique inventory space and when they die their inventory is transferred to the player.
- All pets except for stray dogs can now be summoned with a spell book found in the dog's inventory.
- Certain pets can light up dark areas like a torch.
- Tank pets can taunt.
- A spell to fix frozen npc's was added. The spell is called Unfreeze NPC.
- You can find multiple different types of stray dogs.
- Bugs related to the stray dog have been fixed allowing you to recruit the stray dog again after you dismiss them.
- Dogs that accompany npc's in the wild such as hunters are now chosen from a pool of random dogs. It won't always be the same old brown wolfhound that you see everywhere anymore.
- - Tons of bugs and missing textures were fixed.
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Version 1.1.4d
- - Added in some missing textures for summons and Anima.
- Fixed an issue where the wolf spirits from the companions quests were not visible.
- - Added in some missing textures for summons and Anima.
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Version 1.1.4c
- - Fixed a skeleton issue with Meeko which prevented him from being seen in game
- Added in a missing texture for one of twiggy's spells which was appearing as a white blocky mass without it
- - Fixed a skeleton issue with Meeko which prevented him from being seen in game
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Version 1.1.4b
- During the last round of skytest patch fixes the main skytest patch didn't upload properly and replace the old incorrect file like it should have. The issue is now fixed.
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Version 1.1.4a
- Fixed a missing record issue with several skytest patches which was causing ctds.
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Version 1.1.4
- - Fixes some typos in the manual.
- Added in 3 new pets.
- Fixed foxes being more aggressive than they should have been.
- Added a new spec map to wolfhounds.
- Added an audio slider to control canine sound volume such as barks, buzzing, and so on.
- Changed buffs and positive effects from pets to not register as a hit event to fix an issue with the flinch mod by NickaNak that made it look like your character was having a seizure.
- Aggro radius got tweaked for most animals.
- Foxes got a texture update and their spec map was toned down.
- 15+ new fox variants can be found in the wild.
- Husky textures got a small update and their spec map was toned down.
- Changed several pets factions to reduce the chances of attacks from various npcs while in town.
- - Fixes some typos in the manual.
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Version 1.1.3
- In this update I overhauled pretty much everything in general so I'm going to try keep this section brief. Read the manual if you want more in depth answers.
- The manual was redone to be more user friendly.
- Just about every pet and summon in the game received some sort of buff or rework.
- Compatibility with most follower system overhauls was restored.
- Fixed an issue with the husky and german shepherd's alpha texture which was causing some issues with how light interacted with the model.
- Several animals received new textures or minor touch ups. Some pets went from a texture size of 512 to 2048. Not all of them are quite done yet but it's still an improvement over what they were.
- Several new visual variants of death hounds were added to the game that can be found in different areas of the world.
- Around 10 new types of pets and summons were added to the game.
- You can now cast a poison and night cloak on your dog when you have them active on your character.
- The missing graphical effects on dogs when using stendarr's aura and ward spells were added.
- When you buy vigilance from banning you now own him permanently, no more of his renting bullshit. Talk to vigilance after the purchase and he'll follow you like any other companion.
- Boss wolf, white wolf, and durzog npc's received various buffs. Red wolves received various nerfs.
- Fixed certain call to arms buffs not working if the player was already at 100 skill. They also received a few buffs.
- Many passive abilities were either replaced or reworked.
- Fixed a few issues related to diseases.
- Added in some new dialogue lines to just about every pet. Missing dialogue that prevented you from doing a few things was also added to the pets that needed it.
- I redid the jarl of Markarth's dogs. Banning claimed he trained an entire litter of pups for the jarl so there's now 5 of them, each with their own unique look and name.
- Fixed an issue with cc abilities happening more often than they should.
- Fixed an issue that prevented fox npc's from joining you. They also received some new sounds, meaning they won't sound like a dog anymore when you talk to them.
- The health gained as your pet levels was tweaked, meaning that your pet may have a bit more or less health now. Magic and hybrid damage pets now gain magic resist as they level.
- Animals now regenerate more or less health depending on how high their health is.
- In this update I overhauled pretty much everything in general so I'm going to try keep this section brief. Read the manual if you want more in depth answers.
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Version 1.1.2c
- - Fixed an issue where Anima wouldn't leave the party.
- Changed Anima's behavior back to the dog setting which was mistakenly set to wolf. This will result in the pet acting far less stiff and more lively.
- - Fixed an issue where Anima wouldn't leave the party.
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Version 1.1.2b
- - Fixed a dialogue issue with Oswald and Karla that claimed they were Meeko.
- Fixed a couple issues with Hopper.
Several of his attacks were turned off and one of his attacks was broken and didn't deal damage.
- Fixed a couple issues with Lumina and added some new stuff.
The holy nova attack wasn't showing the visual that was supposed to accompany it when fired off.
Midnight form's holy nova now correctly removes negative magic effects, diseases, and poison like it was supposed to in the first place.
The midday and twilight forms got a new green/blue visual effect added when they restore stamina/magicka to replace the default yellow healing one.
- Fixed an issue with one of the wolf's bleed attacks dealing an incorrect amount of damage at lower levels.
It was set to 1 damage per second for 5 seconds when it should have been 3 damage per second.
- - Fixed a dialogue issue with Oswald and Karla that claimed they were Meeko.
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Version 1.1.2a
- - Packed the assets for the main file into a BSA.
- Gave the manual a much needed update to correct some inaccuracies that were present and to make it read a bit easier.
- Gave the spectral warhound a frosty effect to look more like a spooky ghost.
- Gave Anima a smoke and electricity effect when it enters combat and is above 75% HP.
- Tweaked Hel and Kaiser's skill activation rates.
- - Packed the assets for the main file into a BSA.
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Version 1.1.2
- - Dogs join the party through dialogue.
Previously it worked by walking up to them and hitting E to get them to join you. Now you'll have to talk to the dog first and ask it to join you like you would for most other followers in the game.
- Wolfhounds & Mastiffs Have had their sizes increased.
Last update I shrunk them by mistake.
- Animals don't report crime.
I thought I had changed the dog/fox/wolf factions so that they ignored crimes months ago but it turns out that I didn't so that's a thing now.
- Crit perks got a buff at higher levels.
- The conjure familiar xp bug has been fixed.
- Dogs and familiars as a whole have had their damage standardized in relation to their role.
For the most part this has been in effect the entire time but there were a few exceptions here and there that had slightly higher or lower values on specific attacks and this change should bring them in line with each other. I doubt anyone will notice anything because it's just a few small number tweaks here and there.
- Stat buffs and debuffs provided by dogs have had their effects increased.
Many of the effects were kind of lackluster at lower levels and mediocre at high levels. I don't feel that what was in many cases around a 15ish% damage boost is an adequate reward for spending all that time and reaching level 200 so all buffs and debuffs now start at 10% and go up to 30% at level 200. There is an exception for the armor/magic resist buff provided by some dogs which is split halfway at 15% between two separate stats.
The secondary regeneration buffs that have a chance of activating when the other buffs go off are being raised from 20%-60% to 33%-100%.
- Armor penetration perks were removed and replaced with another system due to not functioning at all with dogs.
- Poison, Fire, and Bleed damage over time attacks from dogs now prevent health regeneration while the effect is active.
Rip frost trolls, you will be missed.
- Dogs and summons now benefit from armor spells and wards when the player casts them.
- The wolf familiar had it's level scaling tweaked so that it's more useful at earlier levels.
Previously I had the level scaling for the puppy forms set lower than a 1 which meant that you had to do more work to strengthen your small friend than you should have. it now levels up at a 1:1 ratio with the player like everything else.
- The corpse hound got a small rework.
It now deals increased magic damage and less physical damage. This change will provide the dog with more survivability and allow it to heal the player for more.
- 2 new wolfhounds were added to the game.
You can find them in the College of Winterhold and in Windhelm.
- The deathhound and spectral warhound were reworked to be more distinct from each other and the latter was added as a companion.
You can find the spectral warhound companion at the end of the Labyrinthian dungeon
- There is now a german shepherd race of dog.
This dog provides no stat buffs and instead debuffs enemies.
You can find it inside of Cragslane Cavern
- An armored wolf has been added as a companion.
You can find her in Dimhollow Crypt.
- A hellhound has been added as a companion.
You can find it inside of the Shrine of Mehrunes Dagon.
- Hel, the death themed summon got some new spells and fixes.
Not all of this summon's spells were working as intended and some just plain didn't work properly at all, a few effects were left over from when I first created the mod so I went back and fixed a few things and added new ones that prevent health regeneration and leave toxic hazards on the ground.
- Lumina, the restoration summon got a rework.
This summon had several broken spells that didn't work as intended and was an overall lackluster choice for what should have been a versatile summon.
Lumina now grants various buffs and restores health/magicka/stamina depending on the time of day.
- The dwemer dog got a couple new spells and small tweaks.
Now it can use a steam breath attack and summon a small lightning cloud over enemies head's. I also changed its name from Numa to Anima, the name Numa was originally supposed to be changed before the mod was even released but it was something that I put off for so long that I ended up forgetting about it.
- Skrymir, the Illusion summon now has a bleed attack.
- Verdandi, the alteration summon got a small rework and a new attack.
Thrumming stone now deals damage with each pulse in addition to the old staggering effect it had. It also got an attack that lets it cause a small explosion in front of it that uses all 3 base elements.
- Armored Huskies got a small rework.
The attack that lowers enemy weapon damage is now applied to targets around the dog and also lowers unarmed damage.
- - Dogs join the party through dialogue.
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Version 1.1.1
- - I have fixed the custom wolves texture paths and updated their textures around the mouth area where I felt it was needed, comparison pictures can be found in the images section of the page.
- The snow fox and white wolf pets have had their locations moved near heljarchen hall and Trapper's Dilemma respectively.
- Cinder, the fire wolf summon (Not the Flaming Familiar that explodes when you summon it, they are different) was updated in several areas.
She now has the flame fx added to her visuals, when she dies should explode and deal a moderate amount of damage like she was supposed to in the first place, a couple of her spells were toned down a bit in damage and the rate at which they're activated, and she also got a new spell.
- Skrymir, the illusion summon got a new spell.
Skrymir now has a 4% chance to cast an aoe fear. This brings the amount of cc he possesses up to 3 which is where all the other cc themed dogs/summons are.
- Enemy level multipliers were lowered a bit.
In the past it was a 1:1 ratio for everything but now it's 0.65 for red wolves, 0.7 for wolves, 0.8 for ice wolves, and 0.5 for foxes. The wolf pack leaders present in mods such as skytest and variants like the bandit trained wolves will have higher level ratios than their normal counterparts. This was done because wolves were stronger than intended when grouped up in packs, this was exasperated even further after I fixed their damage being mistakenly set at lvl 2 to lvl 3 in the last patch.
- Hp scaling was changed across the board.
Certain dogs/summons now have slightly less hp and slightly more stamina depending on their class, which is what stat scaling is tied to in skyrim.
Specifically for wolves now Ice wolves have the highest hp followed by the wolf which is then followed by the red wolf. Pack leaders from mods and boss wolves have higher stats than the normal version.
- Wolves and foxes have been given new diseases.
Wither
Melee skills are reduced by 15 - 45 depending on the level of the animal.
Stamina is reduced by 25 - 75 depending on the level of the animal.
The disease is contracted from wolves, and foxes.
Helljoint
Archery skills are reduced by 15 - 45 depending on the level of the animal.
Movement speed is reduced by 10% - 30% depending on the level of the wolf.
The disease is contracted from red wolves.
Wizard Fever
Offensive spell potency is reduced by 10% - 30% depending on the level of the animal.
Overall magicka regeneration is reduced by 10% - 30% depending on the level of the wolf.
The disease is contracted from Ice wolves and snow foxes.
Chills
Stamina and magicka regeneration is reduced by 15% - 45% depending on the level of the animal.
Magic Resistance is reduced by 10% - 30% depending on the level of the animal.
The disease is contracted from ghost animals.
The main reason that I did this is because wolves live in different areas in skyrim and shouldn't all carry the same strain of disease, also I wanted them to not all be carbon copies of each other with slightly different stats. Another reason is that because of the way I have scaling set up currently rockjoint would scale from 25 to 75 which is insane so rather than change a vanilla disease and touch too many things at once I opted to be less intrusive and just give them new diseases.
- The ethereal perk which prevented ghosts being damaged by normal melee weapons has been removed.
I liked the idea of ghosts being untouchable by normal weapons but the perk was broken and made ghost animals completely immune to all melee damage instead of just steel, iron, etc, which was not intended at all. At some point I'll probably try to get it working again but for now that will have to wait.
- Several animals had the strike angles on their attacks adjusted to the correct values.
A few different animal races still had their vanilla game values but that's not an issue anymore.
- AOE spell damage for for several summons and the couple of dogs that had them got toned down a bit to be brought closer in line with vanilla spells.
- The nix-hound now reduces spell damage instead of physical damage.
I had three different dog types that could reduce physical damage but only had one who could reduce spell damage so I decided that instead of having a 3:1 ratio in favor of physical damage I would balance things out by moving the nix-hound to the other side of the fence.
- Fixed a couple issues where the husky and armored husky had some of their attacks set to the incorrect magic effects.
The husky was using the armored husky bonus damage ability which is a bit weaker due to it being a tank.
The armored husky wasn't using it's ability to lower attack damage and was instead using the effect that deals bonus damage to undead/werebeasts on that specific attack.
- the armored husky now has a small 4% chance to knockdown enemies on specific attacks.
This was done for two reasons. The first is that pretty much every other tank has some form of cc and the armored husky was lacking one other than the general one every other dog has. The second is that the dps version of the husky has a form of cc against undead and I felt that the tank version shouldn't be left out.
- The general cc chance was lowered to 4%
The way that I had cc abilities set up was that there was a 6% chance to be staggered for all animals on a specific attack and every extra cc on top of that had a 4% chance. Now all cc abilities are set to 4%.
- Fixed an issue where dog regeneration buffs were set to the incorrect actor value.
So the way regeneration works in skyrim is that you regenerate a small percentage referred to as the "rate" that varies between each of your three main stats based off your maximum amount. Then you have buffs that multiply this number by a percentage referred to as the "rate mult". Together these values give you your overall regeneration. Lastly when you're engaged in combat the amount regenerated is reduced, but that isn't really relevant here.
The issue is that I had the regeneration buffs set to the "rate" instead of the "rate mult" which gave the player ridiculous amounts of regen that really shouldn't have been there in the first place.
- Added in some sounds that were missing from various custom companions.
- Changed the default package that the custom dogs use which will allow them to wander around a small area near their spawn point.
- Changed the behavior of non dog companions to use the dog behavior.
Now they're less stiff and lay down every now and then. This created a small issue where they use a couple of dog panting noises now though which will be addressed at a later time once I figure out how to fix it.
- Fixed an issue where Hati wouldn't return home.
- Foxes had their sizes shrunk down slightly.
- - I have fixed the custom wolves texture paths and updated their textures around the mouth area where I felt it was needed, comparison pictures can be found in the images section of the page.
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Version 1.1.0
- - The dependency on Apocalypse has been removed and the several spells that summons used are now bundled in with this mod.
- This update made some of the old patches redundant so they were removed.
- The general stagger chance that all dogs possess was lowered from 8% to 6%.
- Buffs granted by dogs don't get stuck anymore and should countdown/remove themselves properly.
- Cloud storage Inventories have been added to all dogs, so you can switch dogs on the fly without losing anything they were hauling for you. If you were using the custom dogs to hold your stuff prior to this change then you are going to want to remove all items from the their inventories before updating this mod or you will lose them.
- All dogs now have increased functionality and can be commanded to do things like you would a normal follower.
- Dogs now get a 20% increase to their armor every 15 levels up to a maximum of 100% at level 75, this was done to match the armor talents in the light/heavy armor trees.
- Foxes got buffed to be brought in line with the other canines, now they're just below wolves in terms of damage output so if wolves are a 3 they're a 2 in DPS. Foxes are still cowards though so the change may never even be noticed.
- New pets! A fox and wolf pet have been added to the game.
The fox is a rogue/stealth themed pet. It has an auto crit that deals bonus damage while the player is hidden and both the target and fox have full hp. The fox has slightly higher damage than a dog does at the start of a fight but quickly loses this damage when it goes below the hp thresholds of 75% and again at 50% leaving it much weaker. When an enemy is below 25% hp the fox will deal bonus damage on attacks. It also has a slightly weaker version of the bleed effect. For perks it has lvl 2 melee dodge to help slow down its damage decline a bit when it goes in to fight. Lastly it can buff archery, illusion spells, and has a chance to restore magicka for a short time.
The wolf is sort of a cross between the alpha wolf boss that I was planning on adding at some point and the normal one. Stats and damage are the same as a normal wolf but this wolf's damage will rise when its hp goes below the thresholds of 50% and again 25%. It can buff 1-handed, 2-handed, unarmed damage, it also has a small chance to increase your movement speed and restore a small amount of stamina. It does not have a 100% chance to stagger on certain attacks like the wolves you would find in the wild.
- Stealth mode was removed for the most part but not entirely. Active camouflage dogs with predator stealth tech make no sense so the invisible part when sneaking was removed and in it's place the other stealth related perks that dogs had got buffed. There are probably some who liked that effect so I gave it to the new fox pet, it can be unlocked once you reach 50 illusion skill.
- Certain spells are now also cast on your dog when you cast them on yourself. First are the cloaks: flame, frost, shock, and stendarr's aura. The others are invisibility and the become ethereal shout.
- The sizes of various animals were adjusted again with the aim of adding more realism, the biggest change was in wolves who are now closer to their real world counterparts instead of the prehistoric dawn of time giant anime creatures that they once were.
- Wolf damage was mistakenly set to lvl 2 at some point and has been restored to the intended lvl 3.
- - The dependency on Apocalypse has been removed and the several spells that summons used are now bundled in with this mod.
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Version 1.0.1
- Fixed a ton of various unintended things in this update and added some new stuff too.
Fixed the friendly fire so that your dog isn't immune to damage 99% of the time from enemies. Gave wolfhounds and mastiffs a deeper voice, the nixhound and dwemer dog also had their voices changed. Toned down aoe damage slightly to be more in line with vanilla spells. Brought dogs size down to be more in line with their real life counterparts. Some dogs were using their default textures instead of the custom ones and this has been rectified. Some dogs had the wrong perks or spells and that was changed.
- Fixed a ton of various unintended things in this update and added some new stuff too.
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Version 1.0
- Release
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- Author's activity
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February 2024
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27 Feb 2024, 2:40PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 2:39PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 2:35PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 2:20PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 2:17PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 2:00PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 1:56PM | Action by: PaleNoises
Attribute change
'Description changed.'
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27 Feb 2024, 1:55PM | Action by: PaleNoises
Attribute change
'Description changed.'
December 2023
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25 Dec 2023, 6:37PM | Action by: PaleNoises
Attribute change
'Description changed.'
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25 Dec 2023, 6:36PM | Action by: PaleNoises
Attribute change
'Description changed.'
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25 Dec 2023, 6:36PM | Action by: PaleNoises
Attribute change
'Description changed.'
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21 Dec 2023, 1:30PM | Action by: PaleNoises
Attribute change
'Description changed.'
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21 Dec 2023, 1:26PM | Action by: PaleNoises
Attribute change
'Description changed.'
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21 Dec 2023, 5:11AM | Action by: PaleNoises
Attribute change
'Description changed.'
April 2023
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16 Apr 2023, 3:44PM | Action by: PaleNoises
Mod image added
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16 Apr 2023, 3:39PM | Action by: PaleNoises
Mod image added
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16 Apr 2023, 3:39PM | Action by: PaleNoises
Mod image added
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16 Apr 2023, 3:34PM | Action by: PaleNoises
Mod image added
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15 Apr 2023, 9:35AM | Action by: PaleNoises
Mod image added
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09 Apr 2023, 9:40AM | Action by: PaleNoises
Mod image added
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- Mod page activity
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November 2024
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19 Nov 2024, 10:07PM | Action by: XixisBarrak
Endorsed
'Attack Dogs - A dog combat overhaul'
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19 Nov 2024, 5:48AM | Action by: TickleNuggets
Tracked
'Attack Dogs - A dog combat overhaul'
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17 Nov 2024, 5:32PM | Action by: SoICanDownload00
Endorsed
'Attack Dogs - A dog combat overhaul'
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16 Nov 2024, 11:16AM | Action by: ImranoWavy
Tracked
'Attack Dogs - A dog combat overhaul'
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14 Nov 2024, 6:47AM | Action by: aceofpie
Endorsed
'Attack Dogs - A dog combat overhaul'
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13 Nov 2024, 2:51AM | Action by: Highlandlad98
Untracked
'Attack Dogs - A dog combat overhaul'
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11 Nov 2024, 3:16AM | Action by: drag0nassassin8
Endorsed
'Attack Dogs - A dog combat overhaul'
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10 Nov 2024, 8:09PM | Action by: ImperfectAttack
Endorsed
'Attack Dogs - A dog combat overhaul'
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08 Nov 2024, 1:20PM | Action by: mokrajulka69
Tracked
'Attack Dogs - A dog combat overhaul'
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07 Nov 2024, 7:49AM | Action by: Geralt1179
Tracked
'Attack Dogs - A dog combat overhaul'
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05 Nov 2024, 9:41PM | Action by: CinnaMewRoll
Endorsed
'Attack Dogs - A dog combat overhaul'
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05 Nov 2024, 1:24AM | Action by: Euphoridae
Endorsed
'Attack Dogs - A dog combat overhaul'
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03 Nov 2024, 3:53PM | Action by: koltenred
Endorsed
'Attack Dogs - A dog combat overhaul'
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03 Nov 2024, 4:26AM | Action by: Saeta44
Tracked
'Attack Dogs - A dog combat overhaul'
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02 Nov 2024, 3:03AM | Action by: Averii
Tracked
'Attack Dogs - A dog combat overhaul'
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01 Nov 2024, 4:46PM | Action by: JaworJW
Tracked
'Attack Dogs - A dog combat overhaul'
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01 Nov 2024, 7:14AM | Action by: Samus7000
Tracked
'Attack Dogs - A dog combat overhaul'
October 2024
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27 Oct 2024, 10:55PM | Action by: Arfias
Tracked
'Attack Dogs - A dog combat overhaul'
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26 Oct 2024, 7:25PM | Action by: jucabala15
Endorsed
'Attack Dogs - A dog combat overhaul'
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25 Oct 2024, 1:11AM | Action by: selenivm
Tracked
'Attack Dogs - A dog combat overhaul'
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