Fallout 4

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RlBaxter

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rlbaxter

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  1. rlbaxter
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    V4.0 released - mod was repackaged and released as and ESL tagged esp,  you can save a normal load slot now

    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.

  2. rlbaxter
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    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.
  3. Mikaal
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    Strange, downloaded the new file but can't open or install it. It seems to be corrupted.
    1. rlbaxter
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      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.
  4. kijikun
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    What sort of combaitlity  does this have with things like cat adoption and adopt the wounded dog?
    1. rlbaxter
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      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.
  5. DunceCapn
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    Does this mod work for "Sparky" the wounded dog?
    1. rlbaxter
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      Probably not, unless the dog has workshop scripts attached and was intended to be part of a settlement.
    2. Demandred1957
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      https://www.nexusmods.com/fallout4/mods/60597
    3. rlbaxter
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      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. 
  6. Demandred1957
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    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".
    1. rlbaxter
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      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?
    2. Demandred1957
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      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.
    3. rlbaxter
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      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)
      • enter 'openactorcontainer 1' into the console
      • the cat inventory should open
  7. marlboromike2100
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    Loving this mod so far, keep up the amazing work.
  8. CJP2077
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    Ace Ventura Wasteland Detective
  9. MasterSato2
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    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?
    1. rlbaxter
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      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.
    2. rlbaxter
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      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.
    3. rlbaxter
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      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. 
  10. AndreChau
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    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. 
    1. rlbaxter
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      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.
    2. rlbaxter
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      deleted posted to wrong thread
  11. ImmortalAbsol
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    Variety such as Radstags and Molerats would be cool, raiders can strap mines to the latter, it's likely we can tame them.
    (Glowing and Albino for variety, perhaps a custom Vault 81 one with a constant poisoned shine to differentiate them from normal ones?)

    I know so far you've not done DLC but the brahmiluff, chicken and rabbit could be good.

    'Dog' houses for cats and molerats?
    Armchairs for cats?
    Sofas for dogs?
    Nuka world hay for livestock, for sleeping on and eating?
    Food bowls with idles and no physics?
    Beds and happiness for our rescued animals.

    No worries if none of this appeals to you or you're just done adding features, I used to achieve all of this with 'More Invisible Furniture' and 'Advanced Follower Tweaks'.
    But More Invisible Furniture was taken down during the mass Nexodus (like what i did there?) and if there's an official mirror I haven't found it, and AFT causes more problems than I have the ability or mindset to troubleshoot.
    1. rlbaxter
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      Some good suggestions here; some of which are probably beyond my current modding capabilities. 

      I don't plan on adding 'rescuability' to normally hostile animals i.e. molerats,  but I will consider creating an add-on for DLC animals: chickens, rabbits, brahmiluff.   Adding a small happiness bonus to rescued animals should be an easy add and will also be considered for a future version.
    2. ImmortalAbsol
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      Recruiting what you pacify/hack should have been vanilla.
  12. AndyMg
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    Hi rlbaxter, Should the cats here be recruitable?
    Cat Cabin - Fallout 4 Wiki Guide - IGN
    1. rlbaxter
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      It would depend on whether or not the cats have the proper scripts applied.  To be recruitable / rescueable, the npc actor has to have the workshop script applied.
    2. AndyMg
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      Gotcha, they won't do, I was really wondering if it was something you planned adding since it seems like a good fit but didn't word the question well. Thanks :)
    3. rlbaxter
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      I agree it would be a good fit, but replacing vanilla animals present a different challenge. Maybe this can be implemented in a future version.