
Summary: This mod adds a white wolf to the game, one that follows Geralt around and fights for him. I made it at the request of Morgwin and E-ahmet, so credit for the idea goes to them.
It takes the wolf a few seconds to join you when you go to a new area, so when you go to a new place, you should stand still for 3 - 4 seconds to allow your wolf to catch up with you.
WHERE TO GET IT:
You can get this at The Witcher Nexus or at corylea.com
INSTALLATION: Download ONE of the folders, unzip it, and put all of the files it contains into your Override folder. If you don't have an Override folder, then you'll need to make one. The Override folder does NOT go into the Witcher folder where your saved games are; it goes in the Witcher folder where the game data is. This is The Witcher Enhanced Edition\Data; in XP, the complete path is C:\Program Files\The Witcher Enhanced Edition\Data\Override
Versions
New in the "Whistles" version: At the request of Blacklimo, I've added some wolf-management items. These are in the form of whistles, since wolves' domesticated brethren, dogs, are often controlled with whistles. Dog whistles are too high for humans to hear, so of course you won't hear anything when Geralt blows the whistles.
There are three whistles:
1. The GOLD whistle causes the wolf to be created in any area that it isn't already in. If Geralt already has a wolf in that area -- but you can't see it at the moment because it's somewhere else -- then no new wolves will be created. Wait a moment and see if your wolf runs up to you.
2. The SILVER whistle causes the wolf to go away. He won't vanish instantly; he'll kind of fade out over a second or two. Since the creature isn't spawned in the normal way, I couldn't have him run off, but at least I can have him fade out. I guess maybe the wolf is partly spectral.
3. The RED whistle causes a new wolf to be created, even if the gold whistle thought you already had a wolf in the area. You can use the red whistle if your wolf has gotten lost or if you just want two wolves. Hell, you can have six or seven if you want, though that might slow your game down a bit.
If you decide to stop using the Wolf Companion Mod, I recommend that you blow the silver whistle to get rid of your wolf before uninstalling the mod, so that the game doesn't look for a now non-existent character.
The WithOUT Whistles Version doesn't contain any whistles, for those who don't want to have to manage their wolf. The wolf will show up much of the time but not all of the time, as explained in the "Details" section.
Details: This wolf will spawn in most outdoor areas and a few indoor ones, but it won't go everywhere with you. It stays outside when you go into houses. (I mean really, how many householders allow wolves in the door?
The wolf will help Geralt fight when he goes into combat mode, but it's not generally aggressive; it will only attack your enemies. The wolf can't be killed, so you needn't worry about keeping it alive. Just defend yourself; Wolfie will be fine.
I wasn't completely sure what to name the wolf. I mean, a man who calls his horse "Roach" could very well name a wolf "Flea" or "Chigger" or something.
---> Thanks to J_Slash for the def_arealoaded.ncs script. <----
How to make the Wolf Companion Mod work with other mods:
There are several mods that use the def_arealoaded.ncs script; here's how to make them work together, even though they'd normally conflict.
Put ONE of the mods --not the Wolf mod, one of the other ones -- in your Override folder, start the game, and wait until Geralt has been given the item(s). Then save and exit the game and add the files for the second mod to the same folder as the first. The files for the new mod have to be in the same folder, because you'll need to let custom_script for the second mod will overwrite the first one in your Override folder. This is okay because you already have the item(s) from the first mod, and it's a different script that adds functionality to the items; all custom_script does is give the items to Geralt. Start your game up again, wait a few seconds, and you should get the second item(s) added. Keep doing this until you have everything you want -- J_Slash's "stuff," my stop-the-rain scroll, whatever you want.
Once you have everything you want except for the Wolf Companion mod, THEN add the Wolf Companion mod to the same folder; the custom_script for that will overwrite the other one, but that's okay, because Geralt already has his stuff. Since the wolf gets "added" frequently, he needs to have the custom_script in the Override folder all the time, whereas most items are only added once, so the custom_script for those items can be dispensed with once Geralt has the yellow scroll, the "stuff" items, and so forth.
This mod will still conflict with mods that alter the appearance.2da. Also, it's intended for use with the main game and will screw up the appearance of any fan-made adventure that adds new clothes or colors to the characters.

How to Rename the Wolf: You can call your wolf anything from "Wolfgang" to "Sugar Lumps," provided that you have Djinni installed. To rename your wolf, start Djinni. If the Resources Explorer is not open, open it by going to the menus at the top of Djinni. Go to View, then down to Utility Windows, then across to Resources Explorer.
The Resources Explorer will show you everything that's in your Data directory. Go to the Override folder, then to ck_wolf.utc. Double-click on that, and a box will pop up. The very first line in the box says "First Name." Type anything you want in there, then save it, and that will be the name of your wolf.
Have fun!
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