Fallout 4

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jet4571

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  1. jet4571
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    Spring cleaning fix:

    http://www.nexusmods.com/fallout4/mods/12702/

    This mod is not the incompatibility problem, Spring Cleaning and all other scrap mods are the ones creating the conflict. Above link fixes that issue for not just Spring Cleaning but all scrap mods of that nature. That's not the author of Spring Cleaning fault it is Bethesda's.

    Anymore complaints about it not being compatible with Spring cleaning will be considered spam and deleted along with being banned from my mods. This issue has been discussed in the comments multiple times and I will not be answering this issue again. Learn to check to see if the issues have already been addressed or begone permanently.

    Last paragraph isn't true, I wont ban you, just delete the post. It does say how frustrating it is to have the same question asked a dozen times and the very answer is 3 posts down on the front page! Please before reporting something like that read the first 4 pages in the comments atleast to see if someone brought it up and always read the descriptions. Making the same statement or asking the same question someone else did 3 posts down is a quick way of annoying a mod author. Asking and it is in the description just pisses em off. So please look before reporting or asking.
  2. clemencyy
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    Is there a way to keep them? I found a bunch and used another mod to place them all in a fence. The chickens ended up despawning after I went to bed.
  3. Russ0612
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    the recipes are quite overpowered really
    1. Russ0612
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      yea how on earth an egg with radroach gives me more than 100 health point, I think 20 is more than enough
    2. Chrtistian8OO
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      It's really easy to edit these things yourself with fo4edit. A lot of mods simply have OP or, well, ludicrous recipe values. If you don't like it, fix it yourself. It's really simple :)
    3. Russ0612
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      I agree I can just fix it, but a "suggestion" to make the mod more immersive by giving a constructive reason is important too, no?
    4. zelldralsoni
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      The mod should have those as optional, but it's far too late for that anyways.
      v1.03 at least is still around to use to avoid the op food. 

      Having to use fo4edit on each individual mod to cater to preferences is silly since it changes the original mod and isn't something you can automate in the future if you want to play the game again later on, like how collections can be convenient.
  4. Poacher886
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    Great little mod, just alot of the Chickens Freeze after being hit and forever stand upright never to disappear? also a bit to many chickens so the food supply is too plentiful for survival mode.

    Never seen a Rabbit anywhere?
  5. ArcadiusCasari
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    Ive noticed that their HP doesn't really make sense compared to the much larger radroaches and mole rats that seem to die in one hit early on. Is there a fix for this?

    also, the chickens don't seem to notice when they are shot. Is there a mod that makes them run away after taking damage?
    1. smaxy3
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      radroaches should  be among the most dangerous creatures in FO4, imagine a giant mutant cockroach the size of a dog... but yeah, chickens are stronger . but that's actually more on Bethesda  than on this mod. 
  6. Olivier8768
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    Pourquoi la mise Ă  jour de l'ESP est moins lourde que l'original ?? Il y avait un mod qui empĂȘchait de les cibler avec le VATS. Quelqu'un se souvient et pourrait me dire ou il se trouve svp ??
  7. MarkusTay
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    This quickly became one of my favorite mods - the whole Commonwealth seems more alive.

    For everyone reading this - use this with Unique NPCs: Creatures of the Commonwealth - the two are so complimentary its scary - they magnify each other a hundredfold (no, not hundreds of more rabbits and chickens - its just that they'll all be different - its AMAZING!!!) And those two animals aside, it makes all other creatures in the commonwealth insanely better as well (what? You actually LIKE looking at the exact same Brahmin?) THAT mod also adds squirrels (which look suspiciously like small molerats).

    Love the nests and will add another vote to "PLEASE expand this mod to include chicken coops" and maybe rabbit skinning workbenches (and if you can somehow make the same animations as Red Dead Redemption 2 uses for skinning rabbits, you'd probably scare quite a few people).

    Lastly, one itty-bitty complaint... which I doubt anything can be done about. I got less mini-Nukes my last two play-throughs. A LOT less. Now you're probably wondering why... those idiot supermutants use them on bunnies and chickens! By the time I get near a SM camp I hear the 'big booms' and its already too late. So no more sniping those suiciders from far away. Same thing happens to just about every other baddie - I've had raiders (especially the ones under that overpass near the South Boston Checkpoint) completely IGNORE ME because they were too busy chasing the damn chickens around! A lot of the 'surprise attack' monsters too - the scorpions, etc - are already out of the ground chasing those little critters around. I hear battles taking place all around me, wherever I go (of course, its hard to call it a battle when the poor bunnies don't got no guns LOL). At least they win against the supermutants... sort of. I saw one chicken take out 4 of them (when the suicider blew up his friends) over in Malden.

    Still, a great mod that took a simple idea and just made the world a more interesting place. Kudos

    EDIT: I just had an epiphany while re-reading what I wrote (editing). Is there any way to give them their own faction, and then set that faction to 'friendly' with all the other factions? Or at least 'neutral' (so they can be agro'd, if you attack them)?
    1. pzaw
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      first Sorry I clicked the Report by Mistake. sorry

      I have Unique NPC: creatures so I probably have chickens from that mod.
      Love them. Much needed creature. Do anyone do pigs and geese like in Witcher3 would be cool.

      anyway, I also noticed chicken nests on one of the farms I think it was but I can't find any to build.
      do you know if they are craftable? Sanctuary has chickens but no nests so I can't get any eggs.
    2. yarrmateys
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      they get attacked because of the aggro behavior. it's set to make them "attack" npcs who get too close to them, but since they're cowardly they will always run away. all the npcs will consider this a hostile action and kill them immediately. you can fix that yourself with fo4edit by setting the behavior to false (open non player character records, then open their record, for example AA_DLC03_EncRadRabbit for the common rabbit, then scroll down until you find aggro, set aggro radius behavior to false, attack to 0) which will prevent them from getting slaughtered, but they will no longer avoid npcs and run away. they'll just slowly strut around and ignore everything.
    3. MarkusTay
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      First off, IGNORE a LOT of what I wrote above - Unique creatures already includes a version of this mod. All I did was really double the amount of wildlife, and ended-up with two different versions of the nests. Nests, BTW, that 'already come with' a settlement, must be picked up and redeployed (built) in order to work properly (I seen some people saying they don't work - they DO NOT if you just leave them where you found them). The wild nests should NOT disappear when you pick them up - you must be scrapping them (or something) by mistake. I've actually created a new version of this mod that compliments the 'more variations' mod, since many people are now shying away from Thirdstorm's mods. I am trying to add a few small things of my own as way of contribution to 'continue the legacy' of the two modders involved. I will also address the previs issue and the ingestibles imbalance. Cheers

      P.S. - I am testing a few weird work-arounds to try to fix aggro issues. As of right now, I can either get them to run away from you so they aren't underfoot all the time, OR not have NPCs chase after them, but NOT both. The game simply does not work that way. So unless some kindly scripting guru wants to lend me a hand to create a new AI package, I have to experiment.
  8. LyriumSpectre
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    I think this mod may be missing some textures? Upon loading it in Sanctuary I get a bunch of magenta grass-shaped objects. 
  9. Stellarbone
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    Seems to really hate Lonely Chapel. Read about an incompatibility issue and uninstalled my full mod list except for it, including all CC content I have. Still makes Rocks, fences, distant landscapes, etc flicker in and out. So other than not using the mod, I dunno what else to do other than avoid the effected area. Thankfully not much there to really worry about. I'm not CK savvy so I'll leave it to someone else, hopefully the seemingly still active mod author. Other than that, and the overabundance of chickens and rabbits constantly dying, I like the mod quite a lot.
    1. jet4571
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      Move this mod up in the load order before Lonely Chapel.
    2. Stellarbone
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      The lonely chapel is a base game location what do you mean move it up in the load order lmao. Fix whatever you broke in the area.
    3. gentester
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      Mod author didn't break anything in the area. This mod adds things so it can't break precombines. However it wasn't made with the added DLC Nuka World as it was made before that came out (or the author didn't have the DLC). Its the DLC which changes the precombines and then this mod places back the original ones unintentionally as it was made with those. Nuka World DLC affects the Lonely Chapel cos the transit center is literally a hop skip and a jump up the road from it.If you have another mod, like a tree mod for example, which has regenerated the precombines or uses the DLC precombines from Nuka World in this area, then place this mod before it. If not you'll have to open xedit and slide the precombines from the DLC over to this one in the affected cells. Takes seconds.
  10. NinaMercer2
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    This mod is kind of only immersive i guess. Since rad chickens can't be looted.
    1. jack435
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      what? yes they can
  11. JohnnyGunn
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    does this or do you know of a mod that makes rabbits and chickens neutral in Far Harbor? Tired if seeing a rad rabbit as a threat in FH
    1. DeathknightDNOfficial
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      i didnt know they were a threat, i thought they were just scripted to scurry away.