Fallout 4
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oolbl549

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21 comments

  1. whiskeyjack9105
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    Thanks for this, would you be able to provide a succinct description on the differences between the Main File and the Optional File, as in what changes are made with each of them?
    1. oolbl549
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      The main file changes the three lowest level radstag types from 'Aggressive' to 'Unaggressive.' Being set to 'Aggressive' is the reson for the unwanter behavior of companions attacking them. The Radstags themselves were engaging combat, but immediately fleeing due to being set to 'Cowardly,' and your companions were simply responding to being engaged by an enemy.
      It also changes the basic Radstag to 'Cautious' which will cause it to flee from all but the very weakest enemies, I figured the bucks should put up at least a tiny amount of fight.

      The optional file contains the exact changes from the main file; in addition it sets the Radstag faction to be allied with itself (which is somehow not a default), so in theory Radstags should aid each other in combat, this is experimental, and I'm not sure how Unaggressive, Cowardly AI reacts in all allied combat scenarios. I chose this because they are herd animals. Furthermore, it extends the 'Unaggressive' setting to Albino Radstags and Legendary variants. I see no reason that Albinos or Legendary variants should be hostile, but I have maintained their 'Brave' setting in keeping with their superior stats, so they will only flee if their AI determines they are outmatched. In contrast, I decided to lean into the Rabid Radstags, and made them 'Frenzied,' 'Foolhardy,' and removed their ability to aid allies. They should attack anything and everything, including other Radstags, and never flee from anything, since they're rabid, and rabies is a brain virus that causes aggression and reduced self-preservation. Glowing variants have had the least change, they are still aggressive, but have been changed from 'Foolhardy' to 'Brave,' and so should flee from foes that have them totally outmatched rather than mindlessly fight to the death every time.
      The 'Foolhardy' setting is overused in the game in my opinion. It causes NPCs to fight to the death regardless of their chances, and many creatures are set this way. Given that it increases at higher levels, I think it was intended to make the combat harder, but it causes creatures to fight hopeless battles in a really unimmersive way.
    2. whiskeyjack9105
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      Perfect, thanks for this!
    3. MichioUnderscore
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      This is a really good description of the optional file. You should either sticky this post or add it to the mod description.

      Guess I'm going for the optional file.
  2. Seaker131
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    Love this mod; Thank you so much! 
    No more BERZERKER COMPANIONS going off to annihilate innocent radstags...!  

    I have one question though. Would this be compatible with the Mod "Realistic Radstags?  
    I just think that after 200 years...  They would have grown their fur back a bit more...
    ("A Bit over 210 actually, given the earths rotation and a few dings to the old Chronometer..." ~ Codsworth) 
    Just figured I would ask to avoid any unwarrented conflicts if I can avoid it.
    1. oolbl549
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      Realistic Radstags is just texture files, there should be zero possibility of conflicts, since this mod is just behavior edits.
  3. Holufuk
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    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. The8BitEngineer
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      tbh tho they are legendary meaning that they basically snorted 16 and a half psychos prior to the encounter with the player
    2. FriendlyFirePL
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      just wanted to say thanks for the laugh
  4. Captainradish
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    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
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      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
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      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
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      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.
  5. zoneofdarkness
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    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.
  6. geala
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    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
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      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.
  7. ElsnerMichael
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    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
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      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
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      Much appreciated...thank you so much.
  8. Magickingdom
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    I just wish they had one head. Opps, off subject.
  9. hellbert
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    I reminds me of Velxia's "animals are not monsters" mod for Oldrim.