I've been working for some time on a mod like this for FONV. I hope serves you as a suggestion or idea for implementation, the approach i took was to add via quest script the player character to the dog hurt sound faction (or something like that was named) and then replacing all rider and feral dogs with geckos or molerats to avoid breaking quests that require you to kill all riders. In the case of Violeta (the Rex brain quest) i plain and simply replaced the dog with a kid.
The only reason i haven't published it yet is because i'm not sure i've touched all the leveled lists yet.
Thank you for making this beautiful mod extended for the mutant hounds, I don't care what kinda animal it is, it breaks my heart even hurting them. Bless
I'm curious. How will that effect dogs/hounds that need to be killed because of quests? For instance, To clear The Slog, 9 out of ten times we have to clear Breakheart Banks and for The Brotherhood, we have to clear Fort Strong. Both of these locations contain Mutant Hounds and they need to be killed before it allows the associated quests, Greenskins and Show No Mercy to be completed.
I'm not aware of any other locations that include creatures of the "K-9" persuasion as part of the "Must die to complete". Is it possible to have a script added? Or do you already have it set up so that the "PC" can kill them? An example of Feral Dogs that would make the Main Story difficult with immortal dogs would be on the road to Arc Jet with Danse and near the train tracks with Dog Meat when hunting Kellogg.. etc. Poor Dog Meat will get stuck in combat forever!
That's a good point, I hadn't considered those situations. My original plan was just to add the mutant hounds, and I just threw in the "immortal dogs" part for the hell of it. It should be possible to either make the dogs at those locations killable or alter the quest requirements themselves, I'll look into it. Thanks for bringing that up!
ETA: With regards to the feral dog encounters specifically, those shouldn't be an issue if the dogs are not hostile. You should be able to walk right through the pack and they won't react except maybe to run away. Same goes for Dogmeat.
Cool, thank you for the reply. I use the Cheat Terminal mod to make it so that all the creatures, excluding ghouls (the setting is broken) are allied toward me and my followers. I love it when Death Claws etc. come in to protect me in combat for example. Feral Dogs always attack me no matter what, as there is no option for their faction in the "terminal".
It always upsets me when I have to kill Mutant Hounds that are friendly, just to complete the quest. Which is why I bring it up.
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😂
The only reason i haven't published it yet is because i'm not sure i've touched all the leveled lists yet.
I'm not crying...
I'm not aware of any other locations that include creatures of the "K-9" persuasion as part of the "Must die to complete". Is it possible to have a script added? Or do you already have it set up so that the "PC" can kill them? An example of Feral Dogs that would make the Main Story difficult with immortal dogs would be on the road to Arc Jet with Danse and near the train tracks with Dog Meat when hunting Kellogg.. etc. Poor Dog Meat will get stuck in combat forever!
ETA: With regards to the feral dog encounters specifically, those shouldn't be an issue if the dogs are not hostile. You should be able to walk right through the pack and they won't react except maybe to run away. Same goes for Dogmeat.
It always upsets me when I have to kill Mutant Hounds that are friendly, just to complete the quest. Which is why I bring it up.
Best Wishes!