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Bugfix: Prevent players from recruiting pets on public servers and ca…
…use crashes

Displays the dismiss message and returns, instead of making the CC pet stalk the party
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absol89 committed Nov 30, 2024
commit 138e14d95bfe2df959e72a43e74e9377c9fb4288
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Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,8 @@ Faction Property PlayerFaction Auto
Faction Property CWSonsFaction Auto
Faction Property CWImperialFaction Auto

Int Property CurrentPetCount = 0 Auto Hidden ;Current count of pets, this is manipulated by pet ESPs/ESLs using the functions below
; Setting start CurrentPetCount over the Max so the player cannot dismiss 2 pets and recruit new ones while online. Hypothetically.
Int Property CurrentPetCount = 4 Auto Hidden ;Current count of pets, this is manipulated by pet ESPs/ESLs using the functions below

Event OnInit()
debug.trace("Setting pet and player relationship to ally")
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3 changes: 2 additions & 1 deletion GameFiles/Skyrim/scripts/source/PetFramework_PetQuest.psc
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,8 @@ Function FollowPlayer(Bool snapIntoInteraction = False)
If(PetFramework_ParentQuest.HasMaxPets())
PetFramework_PetMaxReachedMessage.Show()
Else

PetFramework_PetDismissMessage.Show()
return ; STR players ignore the pets.
debug.trace("Pet Framework: " + PetRefAlias.GetActorReference() + " setting to following player")
debug.trace("Pet Framework: " + PetRefAlias.GetActorReference() + " PetFollowingFactionRank: " + PetRefAlias.GetActorReference().GetFactionRank(PetFramework_PetFollowingFaction))

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