Having played New Vegas before Fallout 4, this is how I feel the Animal Friend (and Wasteland Whisperer) perks should have worked rather than having to manually pacify individual animals sometimes, for a short time.
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 : )
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.
Thank you for your kind words 😉 The intention of making this mod also for this game is, to mean no harm towards animals as much as possible. It's like in real life: For my actions I can take responsibilty, for others more or less not. So, to change all the npc's actions toward animals is by far out of my scope. Also technically.
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.
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...
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...
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
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 ?
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.
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PS:I come from China and my English may not be good : )
Language, yeah it's important. But: "Home is, where the ❤️ is"
Enjoy! 🤗
The intention of making this mod also for this game is, to mean no harm towards animals as much as possible.
It's like in real life: For my actions I can take responsibilty, for others more or less not.
So, to change all the npc's actions toward animals is by far out of my scope. Also technically.
i played around with it for a bit figuring it out and it really works. thanks a lot :)
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 ?