Wildermyth

Wildermyth

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Pet Monsters v1.132
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Aug 1, 2024 @ 11:05pm
Sep 26, 2024 @ 10:02am
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Pet Monsters v1.132

Description
IMPORTANT NOTE: I do not know for sure if my mods update for others automatically whenever I push updated versions of them, but to be safe, if you ever see that this mod has updated to a new version, you should unsubscribe from this mod and then resubscribe. That will guarantee the mod updates, and you should not lose any save data in the process.

9/15/2024 CONTENT UPDATE
Now obtainable pet morthagi monsters!

The mod I conceived and was working on before Mini Figurine. This was long-awaited for myself. Now v1.0 is out!

What does this mod do?
Remember Kirdock's Tower? Remember the middle choice that gave you the only large pet in the game, a morthagi sommelier for one of your characters? I, being a self-proclaimed minion/pet master in video games, really enjoyed the idea... but in practice, the pet sommelier was incredibly weak and ultimately dead weight. Thus, I had the idea for this mod: to add more large pet monsters and bring justice to them!
This mod adds three events that give the player opportunities to get three particular pet monsters. They may start out weak, but they have happiness and experience statistics that can be raised, make them stronger, and be beneficial to the player party.

NOTE: Everything that can be experienced within this mod works ONLY FOR THE DURATION OF THE CAMPAIGN. Nothing carries over to legacy.

NOTE: The content in this mod can ONLY be experienced in non-Omenroad campaigns. It can be used for any of the non-Omenroad story or randomly generated campaigns.

NOTE: This mod is not fully tested for difficulty balance and is likely to make the game much easier, but difficulty balancing is being considered. Feedback and considerations are welcome.

Bugs have been worked out as much as possible up to this point, but I look forward to squashing anything unintended.

Thank you if you try my mod!
Popular Discussions View All (3)
0
Aug 15, 2024 @ 10:15am
Pet Monster Overview 3: Thrixl
Fishy Snake
0
Aug 15, 2024 @ 10:05am
Pet Monster Overview 2: Drauven
Fishy Snake
0
Aug 2, 2024 @ 10:56am
Pet Monster Overview 1: Gorgon
Fishy Snake
19 Comments
Fenekku Kitsune Dec 8, 2024 @ 10:52pm 
@Fishy Snake I've no idea how to enable dev mode, lol.
Fishy Snake  [author] Dec 8, 2024 @ 9:31pm 
@Fenekku Kitsune Thank you for pointing that out to me, and I apologize your character seems to be stuck with that. I removed the Prune ability in one of my updates. If I understand your situation correctly, it is possible that either, at the time you were playing through with this mod and you hatched the chrysalis, that I had improperly implemented the effect to remove it, or (assuming you took a break) your character managed to get the ability, then my Prune-removing patch happened, and that caused your character to keep the ability unintentionally.
I could try in a future update (I can't determine when) to implement a small effect somewhere that removes that aspect from your character, but if you are willing to enable and use Dev Mode, I can guarantee you can remove that aspect from your character much faster by removing it from their aspects list directly.
Fenekku Kitsune Nov 23, 2024 @ 7:52pm 
It looks like the pet chrysalis abilities never got removed from one of my characters. I've still got "Pick Up Chrysalis" and "**petMonster_chrysalis_ability_prune.name"
They don't show up in combat and this is a legacy character, so the pet isn't with him. Something to note is that the Chrysalis hatched long before this character was updated in legacy, so realistically he shouldn't have those abilities twice over.
。○͘ Oct 7, 2024 @ 1:33pm 
Not making a direct suggestion but just thinking abt how permanent consequences can be unsatisfying to handle sometimes in base game and how they could be improved
。○͘ Oct 7, 2024 @ 1:31pm 
the previous 2 comments make me wonder what it'd be like (not just for this mod, but any other with similar themes/ideas) if pet death and legacy both coexisted. Like the same way your character can die then be put in legacy, what if pet death removed it for the campaign but was a temporary state?

It'd be an awesome for roleplaying purposes especially if the pet was core to the character's strategy, and open up space for events that address the grief or needing to be less reliant on their now gone companion. Definitely more narratively satisfying than losing an arm on a character built around swinging an heirloom huge (2h) sword causing the artifact to simply disappear forever with 0 acknowledgement.
Fishy Snake  [author] Sep 1, 2024 @ 6:23pm 
@Leila Shadow Sorceress (2/2)
3. I have not yet tested trying to carry large pets over into Legacy, so I do not know how the game will handle trying to hold a unique NPC entity in Legacy and summon it elsewhere.
4. Pet monsters are gone for good when they die and don't come back, so if a Legacy carryover system was to be established, the monster could be lost in another campaign and the Legacy character would no longer have them.
Among other considerations.

Since more than one individual now has requested pets to carry over in Legacy, though, I may take some time to see about implementing it. I don't know if it will be possible to implement a function to allow a player to choose whether or not to take a large pet into Legacy.
Fishy Snake  [author] Sep 1, 2024 @ 6:22pm 
@Leila Shadow Sorceress (1/2) I am glad you enjoy the mod, and thank you for your feedback! I have not entertained the idea of allowing the monsters to carry over to Legacy for a few different reasons. In particular:
1. There are balance issues to consider, especially given the fact that it is possible for any hero to get two or even all three of the currently available different monsters. I could probably change this in some way .
2. It sort of defeats the purpose of the mod to have pet monsters carry over, given that each monster gains different abilities depending on some circumstances; for example, the personality of the character that recruited the archer or rager .
Leila Shadow Sorceress Aug 27, 2024 @ 2:55pm 
We love it sooo much!! The backstory to finding the Thrixl was charming, loved your writing (and also the name our new pet came with too)! Would love it soo much if this carried over into Legacy as well, though maybe that's not possible?
Fishy Snake  [author] Aug 15, 2024 @ 10:00am 
@ BigOBagel I am glad you like my mod and grateful for the feedback! It helps to have someone offer feedback from playing on harder difficulties (I have only ever played on Adventurer). I look forward to hearing more as you play with it!
The events to obtain the pet monsters have the same weight as most vanilla events now (I turned down the frequency from the initial release), so you may have to save and reload to get them all if you want (or try for them in future runs).
BigOBagel Aug 15, 2024 @ 8:29am 
I love the mod! I think out of all the mods I've tried relating to monster and pets, this mod is probably the most depth and have varying stages- so it feels like there is genuine progression in the pets. LOVE the fact that the dweaver pet :growingup_dog: made faces, even if it doesn't follow over the next stage! I usually play on walking lunch or tragic hero, and it doesn't feel overbalance (but I do mod the hell out of the game...). I haven't finished the campaign where I got the pet, and I don't really mind the fact that the pets may not cross over legacy! I would love to see there being a tiding panel at the end of the campaign that kind of ties everything up like how the Crag Eagle baby doesn't stay forever and eventually grows up and returns to the wild in the vanilla game! Overall, really good mod! Excited to see the other pets in my campaign