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Changelogs
Version 1.0.9
Removed the categories and overridden beacon/decorator. Now using the stuff from Outpost Builder Categories. This is now a hard requirement.
Version 1.0.8
Thank you Tritch for solving the category problems with the pets.
This uses a custom version of xEdit to copy REFL records. I've tested it as best I could with new games, NG+ Universes, and multiple outposts/ships.
Version 1.0.7
Now using user debug logs via Venpi Core v1.0.10
Version 1.0.6
Removing MAX_PETS lock it doesn't work well even if you use the decorator to remove the pet bed. I think there might be an engine bug in play too because we are putting the decorator other places.
Due to AI performance, I recommend no more than 2-3 pets in a house, outpost, or ship.
Version 1.0.5
You can now have your pets follow you anywhere and have them stop following you if you desire. They are still immortal non-combat pets. The CCT system used as the basis for this has odd weapon attachments driven through a funk omod template. I'm still trying to figure a way around it to give them fighting abilities.
New options on the owned pet management pet screen control the follower state.
I had to make a whole new pet follower system for this as the game one keys human stuff for a lot of things and having your pet start idle chattering is very lore breaking if funny lol.
Version 1.0.4
Missed back to 100% on the scale menu
Version 1.0.3
Forgot to push up on the z axis. The flyer AI is stupid is just flies along the X/Y plane only so flyers need a special height on spawn. Adding a new keyword that pushes flyers up 1.5u on a ship and 5u elsewhere.
Version 1.0.2
Added Aceles and Vampire as rare pets
New AI package based on follower on ship but this means I need a AI package for an outpost and I actually need to make an outpost lol
New AI package seems to make the glitching though the roof less likely. I think the cause is the collision layer is large then the the mesh cause of scaling so they punch thought the roof on any stumble to stepping up anywhere on the floor. Not sure how to fix the collision error.
Version 1.0.1
Added foxbat as rare
Attempting to work on spawning point so they are less likely to go through the roof but I think they are just using hatches
Added scaling to the pet bed menu.
Adding a return to pet bed function to pet bed menu for errant pets that go wondering around on the roof.
Version 1.0.0
Initial alpha release
Overview Non combat pets for your ships, outposts, and friendly neighborhood lodge. In this iteration you purchase and deploy pet beds via the outpost/decoration menu. There are 2 versions (common and rare) with vastly different costs. At them moment there are 5 common and 2 rare pets.
Currently I have it set to let you deploy a maximum of 2 pets. Around 4 things get weird and feisty with a lot of companions and passengers.
NOTE: This is very much a beta. Pets are non-combat and the SQ_Pets implementation based on SQ_Followers has issues with waiting on ship.
Venworks Discord Community
I've created a new discord community (Venworks Discord Community) for all my mods, modding research, mod support. I'll continue to post my mods here but notifications and usage of the bugs and comments has become harder or flat do not work with recent Nexus updates. So for discussion and reporting of bugs please use the Venworks Discord.
Features
Pets are able to be spawned and set to follow you
Pet scaling and dismissing is functional
Planned Features
Work out a way to use the transform or terminal system to show previews of the pets.
Combat pets
Adjust scale on spawn to match the height of the room you are spawning them into.
Sleeping pets using the creature lair system
Custom pet beds that match the type of pet right now everything is a cage
See if I can resurrect the mount code that is present in the CCT/Keyword/OMod stuff.
Customizable skins
Always with more pets
Usage Go into outpost build mode and find it in the decorations section and deploy some pet beds.
To remove a pet until I get a safer way implemented
Highlight and click on the pet in/with the console
Use mouse scroll to to find the npc_ entry
Run disable;markfordelete;
Close the console
Installation Via Vortex/MO2 Install as normally would any mod mod.
Installation Manually Really please use a mod manage :)
Download the current zip file. Please everything in the Data folder in the zip to the same place under <Game Install Dir aka where starfield.exe is>\Data.
Handling the plugins.txt file You need to add GalacticPetShop.esm and VenpiCore.esm to your plugins.txt file see below for help. Should be ordered like this in the file.
*VenpiCore.esm *GalacticPetShop.esm
These are instructions from the author of the mod:
Donations For those of you wishing to donate to me for my mods you can do so via my partners Quarter Onion Games. Donate via PayPal
Social Presence
I can be found as Venpi hanging out in the xEdit and Starfield Nexus Mod's discord servers.
I have created the Venworks Discord Community for discussing, tracking, bug reporting, and helping out with my mods and Starfield modding research.