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.
I just noticed that you no longer support the patch for Immersive Hunting Overhaul and Mutant Menagerie. Should I stop using it or there is no problem for the moment?, thanks.
Oh I think it is so many updates both MM and IHO has received since I made it, I am not sure it works more. But maybe it does :-) maybe you can take a look in fo4edit for me? a right-click and "Check for Errors" should be enough
Noo no problems. I think the attack on sight setting didnt actually do anything. I think the movement edits might be better suited for an optional espfe patch, or I can include it again in next update if you guys want. They were just too fast for my controller gamepad
I have a question. I was using the vanilla version (1.2) and everything was great. I installed the update (1.3) and noticed the plugin name changed to add the word Vanilla at the end. To avoid headaches I renamed it back to what it was in 1.2. But then went in game and the mod wasn't working anymore, radroaches and radstags were acting aggressive again. Is it because I renamed the plugin?
No renaming doesnt make a difference. Can you do some more testing please? It is really hard to make the animals both flee and be non-aggressive. Did they flee in 1.2, or just didnt care, when you approached them? And is it all radroaches and radstags, or only some?
I know the rabbits has the proper behavior, maybe I should take a look at their edits some more.
Thank you, I'll try it. I wanted to reply some more details, but my internet was acting up yesterday. In 1.2 Roaches, flies and stingwings were very passive, even if I was close, they never attacked. Out of those 3, the flies were the only to flee and trigger companions. Chickens and rabbits also fled but they didn't trigger companions. The young radstag and the doe were passive, while the male attacked if I got too close. Bloodbugs, dogs and every other creature had the normal vanilla behavior. In 1.3, what I noticed is that all of the radstag variants attack on sight now. Roaches also attack. I didn't test flies or stingwings to see if they changed.
Yes, I think the newest version fixed it. Only the glowing variants of radstags and radroaches are attacking now, which is ideal to me. I don't know if you intended this, but I like that the glowing ones are more aggressive. Maybe legendaries should be too, if it's possible. Cheers
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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.
No errors have been found, although now that you say so, I still have to try playing without it to see if there are any differences.
I think the movement edits might be better suited for an optional espfe patch, or I can include it again in next update if you guys want. They were just too fast for my controller gamepad
Can you do some more testing please?
It is really hard to make the animals both flee and be non-aggressive.
Did they flee in 1.2, or just didnt care, when you approached them? And is it all radroaches and radstags, or only some?
I know the rabbits has the proper behavior, maybe I should take a look at their edits some more.
In 1.2 Roaches, flies and stingwings were very passive, even if I was close, they never attacked. Out of those 3, the flies were the only to flee and trigger companions. Chickens and rabbits also fled but they didn't trigger companions. The young radstag and the doe were passive, while the male attacked if I got too close. Bloodbugs, dogs and every other creature had the normal vanilla behavior.
In 1.3, what I noticed is that all of the radstag variants attack on sight now. Roaches also attack. I didn't test flies or stingwings to see if they changed.
I'll update to 1.3a and test it out.
Cheers
Try the new Vanilla version, and see if the aggro is better or worse thanks :-)