Dragon Age: Origins
0 of 0

File information

Last updated

Original upload

Created by

Dheuster

Uploaded by

Dheuster

Virus scan

Safe to use

805 comments

  1. Gohan0104
    Gohan0104
    • member
    • 3 posts
    • 0 kudos
    I encountered a bit of a bug where if you take the Dog into a fight and he goes down, he's perma-dead. Had it happen to me against Flemeth and the Broodmother. Might just be me, but since I knew that ahead of time, I just removed him from the team before those fights.

    To elaborate, his portrait frame would still be next to mine, but empty, even after dismissing him and summoning him again. He would also spawn dead in the camp like a regular mob (even had the loot sparkle on him, but I couldn't interact at all).
    1. Alphacruxer
      Alphacruxer
      • member
      • 8 posts
      • 0 kudos
      First off, my sincere thanks to the creator of this mod. It works great.

      That said, I have run into the same problem as the person above. Luckily, I save before each fight, so if my dog dies, I just reload and do the fight a little differently (while focusing on keeping the mutt alive).I hope this can be fixed in the future. I am using this mod along with the Ultimate bugfix mod, lich specialization mod, elven boots fix mod, and fox armour mod. Not sure, if this bug is a result of its interactions with other mods. And I bought the Ultimate edition of DAO from EA's Origin. 
    2. Emiluffy
      Emiluffy
      • member
      • 1 posts
      • 0 kudos
      Yeah, this has happened to me too, I'm not happy about it. I'm honestly not sure what to do since it was more than an hour of gameplay ago and I thought it would be resolved when I camped... I hope my save is before the dog died, and not after because otherwise I'll have to go back even further.
    3. f8tal83
      f8tal83
      • member
      • 4 posts
      • 0 kudos
      I may have found a work around. Go to change party. Put your dog in the main party. He will still show up dead but switch control to him and move around and he should be ok!! You can switch him back out and summon him with the whistle again. Let me know if that helps, worked for me.
  2. 0arisaka0
    0arisaka0
    • member
    • 167 posts
    • 14 kudos
    I love this mod, but seems to be semi-bugged.  I get an error when it's first launched, but works after I clear the message.  The bug I see now from it is that when the Dog is in the party in the 'summon' slot, his and Shale's inventory menu breaks; it shows a normal character's slows and not theirs
  3. INC3NSUS
    INC3NSUS
    • supporter
    • 96 posts
    • 0 kudos
    Great mod then but now unsupported and old DO NOT USE!
    1. nynoire
      nynoire
      • member
      • 238 posts
      • 5 kudos
      Not sure what you mean mate, it works just fine.
  4. tmj1726
    tmj1726
    • member
    • 2 posts
    • 0 kudos
    I don't see the whistle and when I do the character selection no dog shows up afterwards
  5. JPistolero
    JPistolero
    • member
    • 103 posts
    • 2 kudos
    What I want to know is that what happens if we summon a creature such as raise undead and such? Will the game the UI be okay?
    1. Veinmire
      Veinmire
      • premium
      • 138 posts
      • 5 kudos
      I don't think I ever did this in normal play to avoid my party becoming overpowered, but I just loaded up an old high level rogue save file to test this, and it seems that all it does with Ranger is send the summoned wolf to the next character (so if Oghren is the next party member the summon will appear next to his icon).

      The only time that this might be a problem is that when a character falls in combat the dog automatically takes the next summon slot.
    2. BlackLotusWDN
      BlackLotusWDN
      • member
      • 4 posts
      • 0 kudos
      extra dog with summons? nothing they just add to other portraits 4chars+dog from whistle + 2 summoned wolfs? 
    3. BlackLotusWDN
      BlackLotusWDN
      • member
      • 4 posts
      • 0 kudos
      Is possible add whistle for other companions not just dog to have Alistair, Morrigan, Leliana, Shale, Sten, Wynne... with me at same time.

      if u wory about balancing try this mod normal with him is like playing nightmare diff
      Flash Creatures Rescale
      https://www.nexusmods.com/dragonage/mods/1403
  6. SabuChan28
    SabuChan28
    • member
    • 222 posts
    • 3 kudos
    Oh. I so wanted to give this mod a chance: the concept is so great. I read the first three pages of the comment section and it seemed that there were still a lot of bugs but I installed it anyways.

    Alas. I was at Redcliffe and after talking to Murdock to launch the defense of the village, the game crashed and I was back on the desktop.
    1. Wulcy
      Wulcy
      • premium
      • 227 posts
      • 1 kudos
      I noticed that while in Redcliffe, if you set your textures down to "medium" from "high", that it will load correctly with or without the dog companion. This is also true for loading screens in Denerim.

      This mod is great. You just need to be aware of a few instances where it might get you stuck. Like for instance, the Mage Towers. It might be best to blow your whistle and get rid of him before running into the Sloth demon. Also during the final battle of Denerim, before you choose your final companions to come with you, blow your whistle and get rid of him as an extra, and then choose your three companions to fight the archdemon. You can choose the dog as a companion, but not as your "extra". Otherwise, you run the risk of causing the game to have trouble. This is particularly important with the Mage Towers.
    2. SabuChan28
      SabuChan28
      • member
      • 222 posts
      • 3 kudos
      Thanks a lot for the different tips.

      I don't have time for gaming lately so I had to put my DAO run on hold but when I'll resume playing, I'll make sure to keep your advice in mind. ^_^
  7. Wulcy
    Wulcy
    • premium
    • 227 posts
    • 1 kudos
    Now that there is a mod that adds Ser Gilmore and "Dog" to the Awakenings campaign, we need an extra dog slot for Awakenings.
  8. Wulcy
    Wulcy
    • premium
    • 227 posts
    • 1 kudos
    This mod is great. You just need to be aware of a few instances where it might get you stuck. Like for instance, the Mage Towers. It might be best to blow your whistle and get rid of him before running into the Sloth demon. Also during the final battle of Denerim, before you choose your final companions to come with you, blow your whistle and get rid of him as an extra, and then choose your three companions to fight the archdemon. You can choose the dog as a companion, but not as your "extra". Otherwise, you run the risk of causing the game to have trouble. This is particularly important with the Mage Towers.
  9. Troll23
    Troll23
    • member
    • 4 posts
    • 0 kudos
    For anyone curious how to do everything the mod does and more, use the console command " runscript zz_addparty dog", I say more because if the mod is uninstalled you can also remove your dog from the party. I know how the mod was intended to function: your dog becomes a summon and the whistle item should summon/remove them. But it doesn't remove them, and the mod makes your game automatically add your dog to the party (but not as a summon, as a 4th companion which the command above does anyway), whether you leave camp or change your party (even through console command- even if you only entered party selection to remove your dog) the mod automatically adds him as a 4th companion. So the one feature in this mod that may theoretically work (adding your dog with the whistle) can't be tested as your dog is in your party no matter what you do. Until it is fixed, installing this mod is the equivalent of programming a bot to run the above command every second (minus the functionless whistle in your inventory).
    1. Veinmire
      Veinmire
      • premium
      • 138 posts
      • 5 kudos
      Username is troll23 so I'm gonna take that at face value. 

      For everyone else though, rest assured that the idea that this mod is pointless is complete misinformation. The whistle works, barring the occasional bug, and is useful for preventing problems before scripted sections where the party prompt occurs like the Broodmother. That alone should justify installing this, alongside the fact that most people don't want to be running command prompts except where it is necessary. 

      Just ignore this post, it isn't helpful. While this mod isn't perfect (see my post and others below for some of the slightly exaggerated issues), a mod that doesn't perform any function wouldn't get 25K endorsements. 
  10. JordanCP
    JordanCP
    • supporter
    • 131 posts
    • 0 kudos
    I got a new PC and had a lot of issues copying over the old mod folders, so I just spent days re-downloading and finally got to a playable point.

    I started this run with a new character to mod test, etc., and noticed something odd. On human noble origin the dog worked fine as a main party member in the larder. Upon leaving and talking to Nan, the dog was invisible in the dialogue cutscene. The dog whistle was present but states "cannot use this ability here". I figured it wasn't worth fighting the issue, and went to complete the other discussions up to waking up. Once awake, the dog is still not present, and the dog whistle still states "cannot use this ability here."

    I'll keep playing to see if the mod works again during Ostagar/after and update, but something's not working in this origin.

    EDIT: Apparently I downloaded a few new mods while putting my list back together, and I missed the non-compatibility note for the "Human Noble Love Scenes" mod.