Dang it Meeko!

Post » Wed Jun 06, 2012 8:37 pm

Thanks for the tip. I can use that dog for a certain Daedeic quest. Or I use that mage from a one of the Daedric quest for that certain Daedric quest. :dry:

If the wikia is correct...

Anyone can be taken to the Pillar of Sacrifice to be killed, except for essential characters, Dark Brotherhood Initiates, or any of the dog companions.

Also, :stare: .
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Robert Garcia
 
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Post » Thu Jun 07, 2012 6:31 am

Hint: Boethia
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Nicole Mark
 
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Post » Thu Jun 07, 2012 1:24 am

Hint: Boethia

Yes, and what I quoted corresponds to that quest. You can't sacrifice dog followers during "Boethiah's Calling" if the elderscrollswikia is correct.
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Nikki Hype
 
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Post » Thu Jun 07, 2012 7:11 am

So even the dogs you buy won't stay in your house? I know Meeko will go back to where you find him, but were does a dog you bought go?
I'm fairly certain that it returned to the guy selling them because after the 3 days that followers wait, it disappeared.
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Unstoppable Judge
 
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Post » Wed Jun 06, 2012 4:36 pm

Yes, and what I quoted corresponds to that quest. You can't sacrifice dog followers during "Boethiah's Calling" if the elderscrollswikia is correct.

If that's the case damn. I will find out. Well looks like that mage from the other Daedric quest that I saved will have to cop it. Thanks for the warning.
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Alexis Estrada
 
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Post » Thu Jun 07, 2012 3:35 am

I try to keep Meeko out of harms ways I am way to high and the baddies I get would be too much. I try to keep him at home by returning within three days and doing a follow me and then a wait. When it gets old, I'll let him go back to the shack, but i have a soft spot for animals... Vigilance will cap at 50..... I may eventually buy him. Hmm... can you have two dogs?
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MatthewJontully
 
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Post » Wed Jun 06, 2012 10:26 pm

I don't think you can have more than one doggie follower at a time unless you're on PC and have a mod for it.

I'm trying out a mod that lets you adopt Meeko and tell him where his new home is, i.e, you can "assign" him to any of the player homes that you already own. Just picked him up as a follower and told him he lives in Windhelm now. If I tell him to go home he *should* go straight to Hjerim instead of back to his shack. But we are on our way back there anyhow, so I'm keeping him with me for now. I will need to make a few stops along the way but no dungeons unless something unexpected happens. As far as having him on the road, I'm only level 23 or so on this character so the random enemies are nothing he hasn't been able to handle. Even with two other human followers who tank into everything just like he does, he is doing fine... I just have to make sure *I* don't accidentally do something stupid that takes him down, but so far so good.

Once we get back to Windhelm, assuming the mod works as promised, he'll no longer be a road warrior but just a very spoiled and privileged dog about town. Now I just need a mod that will let me put a little doggie Stormcloak sweater on him. :tongue:
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Hannah Barnard
 
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Post » Wed Jun 06, 2012 6:49 pm

I don't like the dogs. They are too noisy, ruin ambushes, get in the way of attacks, and constantly bump into you. One character almost got knocked off a cliff by Meeko. No more dogs for me unltill their AI gets fixed.
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Kortknee Bell
 
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Post » Wed Jun 06, 2012 8:11 pm

I found the stray dog on my mage file. Of course, it being a melee fighter, and me being a mage (thus, AoE spam), it didn't last long. Was a great distraction for the foes in the quest, though.

I really wish we could tell followers to have certain kinds of behaviors... melee people could watch our backs rather than charge ahead, and ranged people would STAY RANGED... that would help so, so much.
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Rach B
 
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Post » Thu Jun 07, 2012 3:26 am

I found the stray dog on my mage file. Of course, it being a melee fighter, and me being a mage (thus, AoE spam), it didn't last long. Was a great distraction for the foes in the quest, though.

I really wish we could tell followers to have certain kinds of behaviors... melee people could watch our backs rather than charge ahead, and ranged people would STAY RANGED... that would help so, so much.

I recall Dragon Age Origins had a very detailed list companion commands, tactics. Just a tenth of that would have made companions in Skryim so much better.
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Sophie Louise Edge
 
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Post » Thu Jun 07, 2012 1:15 am

I also tout the FF12 gambit system as a good system to use, even though a lot of people hated it. I mean, a system where you can customize ally AI to your specifications? I love that. It'd be nice if it could be taken a step further with behaviors and positioning, but FF12's was a good start, even if it did take the stupid approach of having to find all the commands.
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joseluis perez
 
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Post » Wed Jun 06, 2012 6:43 pm

After my experiences with Barbas, I chose to leave Meeko where I found him. I did, however, leave a deer haunch lying around in case he got hungry. In fact, I don't use companions at all, because they're so stupid in combat. For example:

I had a Stray Dog 'adopt' me just north of Windhelm on one character, but he was killed almost immediately because he stupidly charged a trio of Horkers that were minding their own business. If I'd wanted them dead they would have been, but I was content to leave them be in return; unfortunately, the dog's high Aggressiveness rating meant he automatically attacked, with predictable results.
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Jordan Fletcher
 
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