0 of 0

File information

Last updated

Original upload

Created by

hellopiece

Uploaded by

hellopiece

Virus scan

Safe to use

Tags for this mod

10 comments

  1. VerdictofOdin
    VerdictofOdin
    • premium
    • 0 kudos
    THANK YOU!!
  2. audiodef
    audiodef
    • premium
    • 28 kudos
    I was wondering about mutant hounds. Thank you!
  3. NaliSeed
    NaliSeed
    • BANNED
    • 5 kudos
    "This came about because I saw a mutant hound playing with a teddy bear right before my grenade blew it up, and felt so guilty that I had to reload." 

    😂
  4. SZ818
    SZ818
    • member
    • 8 kudos
    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.
  5. MegLovesMods
    MegLovesMods
    • member
    • 0 kudos
    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
  6. ghaos
    ghaos
    • supporter
    • 3 kudos
    I killed a super mutant near Medford and the hound just sat near his dead body and kept following even when i moved his master's body away :'(

    I'm not crying...
  7. AdamaSanguine
    AdamaSanguine
    • member
    • 22 kudos
    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!
    1. hellopiece
      hellopiece
      • supporter
      • 2 kudos
      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.
    2. AdamaSanguine
      AdamaSanguine
      • member
      • 22 kudos
      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. 

      Best Wishes!
    3. Nevreplay
      Nevreplay
      • member
      • 0 kudos
      If you include mutant hounds, the Public Knowledge quest for Daisy requires you to kill the poor thing