Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

oolbl549

Uploaded by

oolbl549

Virus scan

Safe to use

Tags for this mod

15 comments

  1. Holufuk
    Holufuk
    • member
    • 17 posts
    • 0 kudos
    Im looking for those kinds of mod fixing the animals' behaviors. Normal Radstags should run away when they see player and legendary Radstags should remain defensive until the player reach too close for them to actually attack. I used to hunt deers and deers definitely do not charge straight to my gun 
    1. 8bitcommie
      8bitcommie
      • member
      • 27 posts
      • 1 kudos
      tbh tho they are legendary meaning that they basically snorted 16 and a half psychos prior to the encounter with the player
    2. FriendlyFirePL
      FriendlyFirePL
      • member
      • 7 posts
      • 0 kudos
      just wanted to say thanks for the laugh
  2. Captainradish
    Captainradish
    • premium
    • 640 posts
    • 8 kudos
    So does this prevent Radstags from showing as enemies? I am getting irritated at walking through the woods only to have Heather blow the ever-loving sh*t out of some poor Radstag simply because we walked a little too close to it.
    1. oolbl549
      oolbl549
      • member
      • 105 posts
      • 5 kudos
      The main file does exactly that, for the low-level unaggressive varieties, the higher level ones will still be hostile.
      The optional file makes Albinos non hostile, but makes Rabids frenzied, if that's a thing you want.
    2. Captainradish
      Captainradish
      • premium
      • 640 posts
      • 8 kudos
      That's pretty much what I'm looking for. I'd rather not have deer that act like we're all living in the Garden of Eden, but at the same time I don't want my companions to act like we're getting attacked by supermutants all the time.
    3. oolbl549
      oolbl549
      • member
      • 105 posts
      • 5 kudos
      Glad I can be of service then.
      If you're curious, the problem was that the Radstags themselves were initiating combat, and then fleeing since they are set to flee from all threats. Your companions were just defending you from hostiles. The other mods that 'fix' this made the Radstags friendly, which is why you got that "Garden of Eden" passive effect.
  3. zoneofdarkness
    zoneofdarkness
    • premium
    • 437 posts
    • 4 kudos
    Glad I can effectively hunt Radstags now without Dogmeat going apeshit or the radstags standing around like idiots while I pick off their friends one by one.
  4. geala
    geala
    • premium
    • 1,540 posts
    • 10 kudos
    So the radstags are more difficult to hunt with this? As it should be? If so I will try the mod (although I know I will hate it because radstags are the only animals in my game where there is a 50% chance of finding meat, for the rest of the beasts it's only 10 to 30%, and I'm so often hungry ...).
    1. oolbl549
      oolbl549
      • member
      • 105 posts
      • 5 kudos
      I don't think they'll be more difficult to hunt. The changes I made to their AI actually affects how other NPCs react to them in game more than it affects how they behave (for the main file).
      I suppose it might be possible to make them super skittish, so they would run away from you at a greater distance, thus making them harder to hunt, that wasn't my goal though.
  5. ElsnerMichael
    ElsnerMichael
    • premium
    • 129 posts
    • 6 kudos
    Alas, another esl. I understand the reasons for esl's. But some of us have games that won't load them. So we miss out. A few other mod makers do actually offer up the choice between the two. I don't have 255 plugins...yet, so I don't need to use them. Which is a good thing because, like I mentioned, my older version (original release) won't read them. Neither will my ver. of CC.. as it is the version that fits my old game. So I cannot convert backwards either. I'd love to try this mod because I feel all the same ways about radstags you've spoken about here. I mean, since you're compiling files anyways, how hard would it be to compile an esp version for us old farts? Just don't call me "Boomer".
    1. oolbl549
      oolbl549
      • member
      • 105 posts
      • 5 kudos
      I never even considered that.
      By necessity, every .esl starts out life as a .esp, so it's really no big thing to upload both versions.
    2. ElsnerMichael
      ElsnerMichael
      • premium
      • 129 posts
      • 6 kudos
      Much appreciated...thank you so much.
  6. Magickingdom
    Magickingdom
    • supporter
    • 3,828 posts
    • 42 kudos
    I just wish they had one head. Opps, off subject.
  7. hellbert
    hellbert
    • member
    • 529 posts
    • 11 kudos
    I reminds me of Velxia's "animals are not monsters" mod for Oldrim.