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Hell, it took me long enough just to figure out that "dunPOITundraMarshDog" was Meeko.
But theoretically, Hearthfire allows your children to adopt Meeko anyway.
I don't know why he'd take it down though... that's kinda strange.
If you know anything about using the creation kit, I seem to recall that it's pretty simple to swap models - there's a drop down box or something, and since wolves, dogs and huskies are all basically the same creature, there shouldn't be any complications.
I would do it myself, but I don't have Skyrim installed anymore, sorry.
prid 000D95EA
Then type
moveto player
If the dog doesn't magically appear next to you, it means something really weird has happened and he's actually been removed from the game or something. If this is the case, then with the dog still "selected" via the prid command, try the "enable" command, then moveto player again.
Alternatively, you could try player.moveto 000D95EA, which should move you to his location.
Failing this, I really don't know. I haven't actually touched Skyrim in a year or two, and there was never anything in the mod that should have resulted in him disappearing... which would mean that it's either a clash with some other mod, or an underlying vanilla bug (of which there are many where companions are concerned).
Due to the way the AI packages work, if you leave him this way, he'll wander around a bit and interact with people (except all anyone can say to dogs is "stupid dog").
"Warning! - May not be compatible with Hearthfire. If you have Hearthfire, you do not need this mod."
Are you saying that when you dismiss him, he keeps following you?
Also - mods that change follower AI may possibly clash with this one (though this mod only modifies the Meeko dialogue and quest progression)
Go to skyrim wiki and search meeko's shack. or, untested, get skyui and search meeko's shack in find location. on th map. the default in map hotkey should be f.
@ Cougarmint - To be honest, I made this mode two years ago... so I don't really remember the details. Essentially, it's a combination of added quest stages for Meeko's quest (all dialogue in the game is handled by its own "quest"... it's the worst dialogue system ever, quite frankly), and the "stay where I leave you" dialogue sets the dog's home position to whatever its location is at the moment you dismiss it (which is also why you can't set a position, then dismiss the dog somewhere else - the act of dismissing is the thing that sets the position).
Other than that, you'll have to just screw around with what you find there. As a general pointer, the only things the mod changes are:
* Meeko himself.
* Meeko's dialogue/quest (I think it's something like dunPOITundraMarshDog... which may also be his designation on the npc list).
* The vanilla houses (I added markers to each for the preset home positions).
I am working on my own little dog follower, a ghost dog, which I would like to have stay wherever I leave her as well. May I ask how you did this mod so I can make it work for her as well? Just the "stay where I leave you" part? (I have a custom home).
or her
Kurt Rhinehart.