I've gotten a couple requests to add chickens and rabbits to Animal Rescue. I've decided against that as it would requires more scripted animals (more script load) and more animal placement. I recommend using Vanilla Barn Additions which allows you to add rabbits and chickens to your settlements via the workshop. You can also build a chicken coop.
I have added a supporting mod (in optional downloads) that restricts the wandering habit of the rabbits and chickens. My only complaint with the animals added by the mod was that they tended to wander all over the settlement. Of course some folks might prefer they do wander around.
Yes author hello used your module it works great but I just can't find the location of these damn animals so far I have only rescued three dogs three cats and a brahmin they are in Concord There is a dog and a cat in a certain house in the back. There is a cat in the museum. There is a dog in the mysterious pine forest. Then the Brahmin is by the river near the Starlight Rest Stop. There is also a dog in a wooden house near the Witkey Station. Yes. I really can't find the other ones, so I hope you can mark the specific location if you update this module in the future. This will help make it easier to find.
w Yes, I think I found some other animals and they were rescued and returned to my base. Unfortunately, they stayed there and could not be recruited as companions or transferred to the house I had built. They just wandered outside
Looks like the upload to Nexus was glitched, the file was not marked with a green check. I uploaded the archive again and tested the download. It looks good now.
It should not impact other adoption / recruitment quests / mods. The RL Recruit Framework required by this mod, is restricted to only actors added by my mod. If an actor is not tagged in one of my mods, that actor is ignored by the above Framework.
Animal Rescue will include a change in the next version to provide comparability with the Wounded Dog mod. The Wounded Dog is 'adopted' via dialog; this will not change.The Wounded Dog cannot be 'Rescued' via Animal Rescue.
The change to Animal Rescue should prevent my prompt from interfering with the dialog needed to 'Adopt' the wounded dog.
would it be possible to get a patch for "cat Inventory" please? I can't access the inventory of any of the cats I rescue and send to settlements. Zorkaz "cat inventories" mod author said in response to my inquiry "Idk. But maybe the mod changes their race to being a custom cat race. The hotkey perk only applies to "CatRace".
I am not familiar with the mod you mention. I will take a look at it as I have time, and will consider a patch if feasible. I guess I'm not sure why one would want to manage the inventory on a cat?
their mod adds "skins" that you can put in their inventory to change their appearance. So you can have a mini mountain lion walking around or other looks. It's a pretty cool mod that I would like to use alongside this one and have it working fully. Thank you for your time and this mod, if I have to choose between your mod and that one this one will be the winner for sure. Love being able to rescue the animals.
Ah, I see. Interesting mod. I'm not sure why my mod would interfere since my mod's perk no longer appears once an animal is Rescued. This is why my mod works with other mods such as Quicktrade and Get-Out-of-My-Face.
In the meantime you can still use the console to open the cat inventory.
Open the console
Click on the cat (make sure refid is shown in center of console)
Nice little mod. Works fine, at first. I can rescue a dog and send it to a settlement. When I visit the settlement, the dog is there. So far, so good. However, I noticed in Sanctuary the dogs only stay around a few days. After that, they disappear. (Haven't checked other settlements yet) They have dog houses and appear to use them while present. I find no conflicts in FO4edit. Is it possible the animals are not tagged as persistent? Just recruiting the animal is nice and all, but if they don't remain then what's the point? Any ideas what is causing this?
I have not seen this behavior, tbh I run many animal mods and simply may not have noticed. The animals unique and placed (not spawned), so they should persist. I will investigate a bit and see if this issue is occurring in any of my games.
One possibility: was the animal killed / died i while defending a settlement? Dogs will engage hostiles anywhere near your settlements. I may have missed a protection flag on one or more of the dogs base ids.
I found this true with the brahmin placed by the mod, many were dead before I could rescue them. I added the protection flag to the brahim (which is only one base id). The dogs have multiple base ids. Also per my understanding, npcs can die in some rare situations even with the protection flag applied.
I will check that later today and push up an update if that is an issue.
I checked my current save game which has 9 days of play time. I don't remember which dog was assigned where, but every one I checked (about 6 in all) are in a settlement. I did check the mod and all dogs / cats have the protected flag, the brahmin did not. that will be fixed in the next update.
Update: I think you may have been spot on with the persistence. I had a complaint on my other mod with a disappearing npc. Since both mods have similarly configure npcs, I began looking elsewhere. I discovered persistence is set on the location not the NPC (another lesson learned). I'm making changes and hope to test the changes this weekend.
Just a suggestion for a possible expansion - there's two cats in Nuka World, next to the Red Rocket. It looks like you are supposed to be able to move them to the settlement but they didn't implement it. Maybe ran out of time.
I'll add that to the list for possible future enhancements. I'm currently exploring the feasibility of tagging some of the vanilla animals for 'rescue', if that pans out, I will look at DLC support for Animal Rescue.
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V3.0 released - Mod perks were removed and perks are now implemented via RL_Recruit_Framework. No content changes.
v2.2 - adds user generated meshes and textures that provide more variety in the looks of the dogs and cats.
I have added a supporting mod (in optional downloads) that restricts the wandering habit of the rabbits and chickens. My only complaint with the animals added by the mod was that they tended to wander all over the settlement. Of course some folks might prefer they do wander around.
The change to Animal Rescue should prevent my prompt from interfering with the dialog needed to 'Adopt' the wounded dog.
I can't access the inventory of any of the cats I rescue and send to settlements.
Zorkaz "cat inventories" mod author said in response to my inquiry "Idk. But maybe the mod changes their race to being a custom cat race. The hotkey perk only applies to "CatRace".
So you can have a mini mountain lion walking around or other looks.
It's a pretty cool mod that I would like to use alongside this one and have it working fully.
Thank you for your time and this mod, if I have to choose between your mod and that one this one will be the winner for sure.
Love being able to rescue the animals.
In the meantime you can still use the console to open the cat inventory.
However, I noticed in Sanctuary the dogs only stay around a few days. After that, they disappear. (Haven't checked other settlements yet) They have dog houses and appear to use them while present.
I find no conflicts in FO4edit. Is it possible the animals are not tagged as persistent? Just recruiting the animal is nice and all, but if they don't remain then what's the point?
Any ideas what is causing this?
One possibility: was the animal killed / died i while defending a settlement? Dogs will engage hostiles anywhere near your settlements. I may have missed a protection flag on one or more of the dogs base ids.
I found this true with the brahmin placed by the mod, many were dead before I could rescue them. I added the protection flag to the brahim (which is only one base id). The dogs have multiple base ids. Also per my understanding, npcs can die in some rare situations even with the protection flag applied.
I will check that later today and push up an update if that is an issue.