Fallout 4
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sunbeam

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sunbeam11

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37 comments

  1. StormEvershade
    StormEvershade
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    I love this mod sm, i hate hurting animals of any kind in game or not. the problem i'm running into is that the npc's don't seem to share this sentiment. do you have any plans of changing this? for instance the attack at the castle seems to be impossible, as well as dogmeat during the kellog search attacks animals. there are so many quests that i want to just relocate them or something. maybe you could add functionalty to draw them away? or maybe make it so that some of the quests that require animals to die can be achieved some other way? i know that's a large undertaking so dw if you're busy, my problem isn't with you it's the carnist bs in so many games that just wears me down.
  2. suigetsu0624
    suigetsu0624
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    Hey,moder sunbeam11。This is a perfect and magical mod,Whether it's a game or something,Peace is what most people hope for,。and you, my friends, You are the true hero。
    PS:I come from China and my English may not be good : )
  3. fishness
    fishness
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    what a wonderful mod! 🥺
    1. sunbeam11
      sunbeam11
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      Thank you !
  4. Reshirou
    Reshirou
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    You guys can open up FO4Edit and delete references to the animals you want to keep aggressive, by the way. I'll probably do that myself!
    1. 7aichi
      7aichi
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      oh wow, i didn't know that.
      i played around with it for a bit figuring it out and it really works. thanks a lot :)
    2. clonazepam2mg
      clonazepam2mg
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      Thank you, I was hoping someone would say this. I think the Animal Friend perk is really lame in FO4 and wished it was like the Perk from FO3. I was looking for a mod that would give me the one from FO3 but it looks like this mod is the closest. I want the crustacean and bugs and stuff to still attack but not the mammals.
    3. clonazepam2mg
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      so that worked like a charm so far, haven't tested all creatures yet but all the edits I made seemed to have worked. Using FO4edit, I kept all mammals friendly and all bugs and other creatures hostile. I changed the creature relation from friend to enemy and so far it's worked but bloodworms for whatever reason, no matter what remain friendly and it's annoying. I changed the relation to Enemy in HenrysAllAnimalsBefriend.esm, even changed the fallout.esm to enemy within the mods .esm file, then I tried deleting the line altogether in HenrsyAllAnimals.esm and still, no matter what, bloodworms are friendly. Can't figure out why I cannot make them hostile with FO4Edit. Had to just deactivate the mod for now. I'm going through dryrock gultch in nuka world and that whole area is infested with bloodworms and ofc, I want them to attack. Wondering why this is -_- so close...
  5. clonazepam2mg
    clonazepam2mg
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    so that worked like a charm so far, haven't tested all creatures yet but all the edits I made seemed to have worked. Using FO4Edit I kept all mammals friendly and all bugs and other creatures hostile. I changed the creature relation from friend to enemy and so far it's worked but bloodworms for whatever reason, no matter what remain friendly and it's annoying. I changed the relation to Enemy in HenrysAllAnimalsBefriend.esm, even changed the fallout.esm to enemy within the mods .esm file, then I tried deleting the line altogether in HenrsyAllAnimals.esm and still, no matter what, bloodworms are friendly. Can't figure out why I cannot make them hostile with FO4Edit. Had to just deactivate the mod for now. I'm going through dryrock gultch in nuka world and that whole area is infested with bloodworms and ofc, I want them to attack. Wondering why this is -_- so close...
  6. IronClaw28
    IronClaw28
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    how have I gone all this time without finding this! though what I really need is one that ONLY makes all mirelurks friendly (doing an aquaman build) but this works too since I'll only be alone the coast line anyways
  7. Putinizer
    Putinizer
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    That was a very wholesome mod description my guy
  8. xrayy
    xrayy
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    i enjoy this mod! thank you for that!
    but in addition to mauveclouds post i found one glich with far harbor "walk in the park" quest. maybe other enemy animal triggered quests show the same problem: following old fellow to arcadia does not proceed because the feral wolves do not appear after leaving far harbour. i tested this with and without the mod. and the problem is reproducable. i played this a second time so i was wondering why the wolves do not appear and old fellow does not move. just tried disabling this mod and quest worked again.
    so at least disable this mod if you follow someone in a quest and an enemy animal fight is part of it and used as a trigger.
    maybe you can exclude quest related animals from the befriend rule ?
  9. RolloWolff7
    RolloWolff7
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    Is there a way to link this to the animal friend perk, see in Fallout 3 and New Vegas once you got the animal friend perk all animals were friendly? Fallout 4 seemed to go the pacification and command a single animal instead of all animals being friends.
  10. mauvecloud
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    I've been enjoying this mod for a few days, and I've already endorsed it.

    "Q: Are there quests, which I can't do because of the mod? A: I don't think so. If you think, an animal-related quest will not work as intended, deactivate my mod and try again. And drop me a line, I'll look into it."

    The only way I can think of that this mod could break a quest is if there was one that required the animals to attack the sole survivor first, and I'm not aware of any. There are some (mostly settlement-clearing, I think) that involve killing the animals, which become easier with this mod installed, since the animals don't attack first. On the other hand, placing mines to kill the Mirelurk Queen at The Castle no longer works, because as an "allied" creature, it doesn't trigger them.

    That said, I came across a few things that were a little different than I expected (and not necessarily in a bad way):
    1. When exploring Sanctuary with Codsworth near the start of a new game, the bloatflies didn't attack him, so he didn't fight back, and I had to kill them myself instead of letting him deal with it.
    2. My turrets do not attack animals. I'm okay with this, but it conflicts with what the author said in an older post, so maybe something changed in how factions are handled. For example, in Sanctuary, a radroach was attacking Trashcan Carla, and the turrets I had installed didn't react, and I've got some turrets built at the Castle that aren't shooting at the mirelurks still wandering around (unlocking the workbench only seems to require killing the queen, and I don't have any settlers or minutemen there yet)
    3. The mutant hound just outside Malden Hospital (ref id 002474cd, base id 000948b3) attacked me, while the mutant hounds inside the hospital were friendly. Looking at the relevant entry in FO4Edit, I see it has a script attached, which might be forcing it to become hostile, despite faction settings.

    Edit: quirk 2 turned out to be a bigger problem than I thought - the mirelurk queen at Murkwater Construction Site respawned and started attacking the settlers, but the turrets did not protect them. However, I figured out why that happened - the constructable turrets are members of PlayerFaction instead of PlayerAllyFaction or similar, so the faction tweaks of this mod cause the animals to be friends with the turrets as well.