Was really looking forward to using this mod but during my test run, it looks like all Mirelurk varieties have been made "allied" to the player. This leads to companions spawned by FCOM to not see them as threats. I'm not well-versed in how the faction system works but that looks to be the issue when I was looking through the changes in xEdit.
How did I find out about this? Wanted to take the Castle with a bunch of troops and they all just stood around watching the crabs pinch me. Even the queen isn't registered as a threat. I switched their AI to shoot on sight but nothing changed, so I started suspecting this might be behind it. Disabled the mod and fast traveled back to the Castle to fight some other nearby Mirelurks on the coast and my troopers successfully engaged them.
so two questions, the version that says vanilla and dlc, does that mean i dont need unique creatures mod?
And two will an update be made to not include mutant menagerie as it is outdated and the mod maker has made a new mod that is all previous versions put together
actually three questions, will you ever make a patch so that it doesnt make rad spider, rad roaches and other insects so freaking small
Question to masterhamper, what should the LO be for Mutant Menagerie and its DLC, Mutant Menagerie - Tweaks, and this mod? The tweaks mod also requires a Complex Item Sorter patch which just makes it a little more confusing. Thanks!
For Vanilla + DLC AIO 2.0: new fix for companion attacking animals bug
The name of the ESP changed, you added vanilla to the name.
I changed the name of the esp name for ver. 2.0 by deleting the word vanilla as when I loaded my game it asked that if I should load the game with out the original esp: "Less Aggressive Animals.esp", as the name of the new esp is Less Aggressive Animals Vanilla.esp. I've been managing save file for while now and don't want to mess it up with any esp changes or deletions.
Yes that is true. You dont have to change the name, just make sure it is loaded in the same spot as previous versions, then zero risk to savefile from a namechange. It is only simple record edits, so this is also safe to remove or enable during playthroughs.
I am back with new version 2.0 version For this one, I have tried directly edited the the companion faction records instead of only animal faction records as before. This seems to work, for them to not attack the non-agressive animals, so give it a try and report back.
But this approach also means that any mods with new races/factions will need a manual combined patch, since they will override the same records (so new mod-added races will still be attacked). If this approach works properly for vanilla, I might see to make some compatibility patches later
Re: For Vanilla + DLC AIO ver 1.4 Hey come back doggie!!!! And it's halarious watching those baby mirelurks scampering away in all directions.
Downside to mod: 1. Raider dogs will keep their distance instead of defending their raider companions 2. Search for Shaun with Codsworth in Sanctuary - Bloatflies zero in on player but ignore, and are ignored by, Codsworth 3. Ditto for bloatflies and wild dogs when player accompanies Danse on the way to ArcJet 4. Companions still go out of their way to take out ragstags.
Issue #1 - wondering if there is a way to distinguish dogs accompanying raiders from wild dogs on their own in CK or FO4Edit.
Issues #2 & #3 probably occur because at the time these incidents occur neither Codsworth or Danse have been recruited as companions. Workaround that works for me is to disable mod before starting the quests for these NPCs and then re-enable mod after the quest is over.
As for the ragstags - wondering if making them player allies instead of neutrals would solve the problem.
1. Yes, the raider dogs might be too passive, will take a look if or when i update again. 2. I think this might be the result of trying to make them not attack radstags etc. Not sure how to fix this, but can take another look someday. For me, the quest works fine if I just kill the bloatflies myself. 4. Yes I honestly not sure why they keep attacking radstags, (seems like I tried everything lol). Either the radstags are totally passive (ie. just lying while you can jump ontop of them). That is what will happen if I make them allies to player. Or else they will be aggressive to companions but not player.
Hi, I can't get the Less Aggressive Creatures module working. Even with all their dependencies, both versions crash my game at launch. Sorry, I can't be more helpful, but that's really the only information I have. I don't have much experience in FO4Edit, so nothing really stuck out to me. Thanks.
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How did I find out about this? Wanted to take the Castle with a bunch of troops and they all just stood around watching the crabs pinch me. Even the queen isn't registered as a threat. I switched their AI to shoot on sight but nothing changed, so I started suspecting this might be behind it. Disabled the mod and fast traveled back to the Castle to fight some other nearby Mirelurks on the coast and my troopers successfully engaged them.
And two will an update be made to not include mutant menagerie as it is outdated and the mod maker has made a new mod that is all previous versions put together
actually three questions, will you ever make a patch so that it doesnt make rad spider, rad roaches and other insects so freaking small
Get https://www.nexusmods.com/fallout4/mods/63729 for MM also, fits very well with my mod :-)
For Vanilla + DLC AIO
2.0: new fix for companion attacking animals bug
The name of the ESP changed, you added vanilla to the name.
I changed the name of the esp name for ver. 2.0 by deleting the word vanilla as when I loaded my game it asked that if I should load the game with out the original esp: "Less Aggressive Animals.esp", as the name of the new esp is Less Aggressive Animals Vanilla.esp. I've been managing save file for while now and don't want to mess it up with any esp changes or deletions.
Just an FYI.
You dont have to change the name, just make sure it is loaded in the same spot as previous versions, then zero risk to savefile from a namechange.
It is only simple record edits, so this is also safe to remove or enable during playthroughs.
I am back with new version 2.0 version
For this one, I have tried directly edited the the companion faction records instead of only animal faction records as before.
This seems to work, for them to not attack the non-agressive animals, so give it a try and report back.
But this approach also means that any mods with new races/factions will need a manual combined patch, since they will override the same records (so new mod-added races will still be attacked). If this approach works properly for vanilla, I might see to make some compatibility patches later
Hey come back doggie!!!! And it's halarious watching those baby mirelurks scampering away in all directions.
Downside to mod:
1. Raider dogs will keep their distance instead of defending their raider companions
2. Search for Shaun with Codsworth in Sanctuary - Bloatflies zero in on player but ignore, and are ignored by, Codsworth
3. Ditto for bloatflies and wild dogs when player accompanies Danse on the way to ArcJet
4. Companions still go out of their way to take out ragstags.
Issue #1 - wondering if there is a way to distinguish dogs accompanying raiders from wild dogs on their own in CK or FO4Edit.
Issues #2 & #3 probably occur because at the time these incidents occur neither Codsworth or Danse have been recruited as companions. Workaround that works for me is to disable mod before starting the quests for these NPCs and then re-enable mod after the quest is over.
As for the ragstags - wondering if making them player allies instead of neutrals would solve the problem.
1. Yes, the raider dogs might be too passive, will take a look if or when i update again.
2. I think this might be the result of trying to make them not attack radstags etc. Not sure how to fix this, but can take another look someday. For me, the quest works fine if I just kill the bloatflies myself.
4. Yes I honestly not sure why they keep attacking radstags, (seems like I tried everything lol). Either the radstags are totally passive (ie. just lying while you can jump ontop of them). That is what will happen if I make them allies to player. Or else they will be aggressive to companions but not player.