Geralt's Companion Wolf
Choose
only ONE:
Download
Geralt's Companion
Wolf WithOUT Whistles
Download
Geralt's Companion Wolf WITH Whistles
Download
Geralt's
Companion Wolf WithOUT Whistles AND JSlash's Stuff Mod, both working
together
Summary:
This
mod adds a white wolf to the game, one that
follows Geralt around and fights for him. I made it at the
request of Morgwin and E-ahmet, on the Witcher forum, so credit for the
idea goes to them.
It takes the wolf a few seconds to join you when you go to a new area,
so when you go to a new place, you should stand still for 3 - 4 seconds
to allow your wolf to catch up with you.
INSTALLATION:
Download
ONE of the folders, unzip it, and put all of the files it contains into
your Override folder. If you don't have an Override folder,
then
you'll need to make one. The Override folder does NOT go into
the
Witcher folder where your saved games are; it goes in the Witcher
folder where the game data is. This is The Witcher Enhanced
Edition\Data; in XP, the complete path is C:\Program Files\The Witcher
Enhanced Edition\Data\Override
Note that this mod is for The Witcher; it
is not
intended for -- and will not work with -- The
Witcher 2.
Known Issue: When
you
meet Triss in the Epilogue, at the Ice Plains, she and your wolf will
not get along. CDPR wants Triss to fight for you, and
they've set her profile in such a way that she's the enemy of
pretty much everything that moves, including animals. If
you're
using the whistles version of the mod, you can dismiss your wolf while
Triss is with you. Or, if you prefer, you can download a
slightly
modified Triss, one that isn't enemies with animals. This
version
of Triss is only used in the Ice Plains, so it won't affect anything to
do with Triss except during the Epilogue. Download
the
modified Ice Plains Triss.
The modified Triss file will only work if you put it into your Override
folder BEFORE you meet Triss in the Ice Plains. Once she's spawned in
the Ice Plains, her character file is set, and the new one won't do
anything then.
(This problem won't occur if you choose Shani as your girlfriend. Her
role during the Epilogue is as a healer, not a fighter, so her Ice
Plains profile isn't set to make her enemies with every type of
creature, the way Triss' is. So you need the new Triss template if you
choose her, but if you choose Shani, you don't need a new template for
her.)
New in the "Whistles"
version:
At the request of Blacklimo, I've added some wolf-management
items. These are in the form of whistles, since wolves'
domesticated brethren, dogs, are often controlled with
whistles.
Dog whistles are too high for humans to hear, so of course you won't
hear anything when Geralt blows the whistles. :-) They're
quest
items, so that they won't take up space in your regular inventory;
remember to use the little arrows on the right and left side of your
quest inventory to scroll it if you need to.
There are three whistles:
1. The GOLD whistle causes the wolf to be created in any area
that it isn't already in. If Geralt already has a wolf in
that
area -- but you can't see it at the moment because it's somewhere else
-- then no new wolves will be created. Wait a moment and see
if
your wolf runs up to you.
2. The SILVER whistle causes the wolf to go away.
He won't
vanish instantly; he'll kind of fade out over a second or
two.
Since the creature isn't spawned in the normal way, I couldn't have him
run off, but at least I can have him fade out. I guess maybe
the
wolf is partly spectral. :-)
3. The RED whistle causes a new wolf to be created, even if
the
gold whistle thought you already had a wolf in the area. You
can
use the red whistle if your wolf has gotten lost or if you just want
two wolves. Hell, you can have six or seven if you want,
though
that might slow your game down a bit. :-) If you have used
the
red whistle, the silver whistle will get rid of your FIRST wolf in the
area. If the wolf that's in front of you is your second wolf,
you'll need to blow the silver whistle again to make it go away.
If you decide to stop using the Wolf Companion Mod, I recommend that
you blow the silver whistle to get rid of your wolf before uninstalling
the mod, so that the game doesn't look for a now non-existent character.
Details:
This wolf will
spawn in most outdoor areas and a few indoor ones, but it won't go
everywhere with you. It stays outside when you go into
houses. (I mean really, how many householders allow wolves in
the
door? :-) ) It won't go some places until certain things
happen;
for example, it will spawn in Triss's house at the start of Chapter 3,
but it's not good with stairs, so it won't go downstairs with you,
which means that it won't go out the door into the Trade Quarter with
you. BUT, if you go to the Temple Quarter via the gate, then go back to
the Trade Quarter, also via the gate, then the wolf will be outside in
the Trade Quarter with you.
The wolf will help Geralt fight when he goes into combat mode, but it's
not generally aggressive; it will only attack your enemies.
The
wolf can't be killed, so you needn't worry about keeping it
alive. Just defend yourself; Wolfie will be fine. :-)
I wasn't completely sure what to name the wolf. I mean, a man
who
calls his horse "Roach" could very well name a wolf "Flea" or "Chigger"
or something. :-) I finally decided to simply call it
"Geralt's
Wolf," and if you want to rename it, you can.
---> Thanks to J_Slash
for the
def_arealoaded.ncs script.
<----
How
to make the Wolf Companion Mod
work with other mods:
There are several mods that use the def_arealoaded.ncs script; here's
how to make them work together, even though they'd normally conflict.
Put ONE of the mods --not the Wolf mod, one of the other ones -- in
your Override folder, start the game, and wait until Geralt has been
given the item(s). Then save and exit the game and add the
files
for the second mod to the same folder as the first. The files
for
the new mod have to be in the same folder, because you'll need to let
custom_script for the second mod will overwrite the first one in your
Override folder. This is okay because you already have the
item(s) from the first mod, and it's a different script that adds
functionality to the items; all custom_script does is give the items to
Geralt. Start your game up again, wait a few seconds, and you
should get the second item(s) added. Keep doing this until
you
have everything you want -- J_Slash's "stuff," my stop-the-rain scroll,
whatever you want.
Once you have everything you want except for the Wolf Companion mod,
THEN add the Wolf Companion mod to the same folder; the custom_script
for that will overwrite the other one, but that's okay, because Geralt
already has his stuff. Since the wolf gets "added"
frequently, he
needs to have the custom_script in the Override folder all the time,
whereas most items are only added once, so the custom_script for those
items can be dispensed with once Geralt has the yellow scroll, the
"stuff" items, and so forth.
This mod will still conflict with mods that alter the
appearance.2da. Also, it's intended for use with the main
game
and will screw up the appearance of any fan-made adventure that adds
new clothes or colors to the characters.
How
to Rename the Wolf: You
can call your wolf anything from "Wolfgang" to "Sugar Lumps," provided
that you have Djinni installed. To rename your wolf, start
Djinni. If the Resources Explorer is not open, open it by
going
to the menus at the top of Djinni. Go to View, then down to
Utility Windows, then across to Resources Explorer.
The Resources Explorer will show you everything that's in your Data
directory. Go to the Override folder, then to
ck_wolf.utc.
Double-click on that, and a box will pop up. The very first
line
in the box says "First Name." Type anything you want in
there,
then save it, and that will be the name of your wolf.
Have
fun!