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PanConKeso

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PanConKes0

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  1. PanConKes0
    PanConKes0
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    Changelogs

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    Version 1.11.4

    • [Update] Box messages have been replaced with notification messages when a controller error is detected. Since I lost the source code a long time ago, I didn’t want to touch the mod. But since it’s just a change in the .esp, there shouldn’t be any problems. Either way, version 1.11.3 is still available as an optional file in case something goes wrong with the new version.

    Version 1.11.3

    • [Dog] When the pack leader dies, the other dogs will start following you immediately. The small 1-second delay will no longer apply.
    • [Mirelurk Queen and Hunter] A new option has been added to disable the blindness effect of Hunter and Queen Mirelurks. The new option is in MCM and in the holotape under the General Settings category.
    • [Rad Roach] A new option has been added to disable the rad explosions from rad roaches. The new option is in MCM and in the holotape under the General Settings category.
    • [Brahmin] The tacking mission type was changed to miscellaneous, making it less intrusive within the PipBoy.
    • [Next-Gen and Non-Next-Gen version]: The Next-Gen version will continue using the .ba2 file that contains the scripts and sound files. If you are not using the Next-Gen version, you can download the Non-Next Gen version, which will place the scripts and sounds directly within the folder hierarchy inside your Data folder.

    Version 1.11.2

    • [Mirelurk Spawn] Acid damage reduced by around 25%.
    • [Mirelurk Queen] At 25%, it will no longer summon a Mirelurk Hunter. The blindness effect of the Mirelurk Hunter, combined with the blindness effect of the Mirelurk Queen, becomes extremely annoying.
    • [Mirelurk Queen] Now you can interrupt the Mirelurk Queen's healing by setting her on fire. For example, while the effects of Molotovs and the Flamethrower are active on the Mirelurk Queen, she won't heal.

    Version 1.11.1

    Version 1.11.0

    • Compatibility patch for Mutant Menagerie - Life Finds A Way.
    • Compatible races: 
    • [Radstag] GoatRace, GoatRace02, GiraffeRace, , ZebraRace and DonkeyRace.
    • [Dog] CoyoteRace and HyenaRace
    • [YaoGuai] MonitorRace and BadgerRace
    • [Bloatfly] FlatheadFloaterRace
    • [Mirelurk] SealurkRace
    • [Brahmin] ElephantRace

    Version 1.10.0

    • New race added: Mirelurk King, Nukalurk King.

    Version 1.9.1

    • [Dog/Wolf] Options have been added to control the pack's dogs and wolves. Now you can change the way they follow you, leave them waiting in a location, toggle between aggressive and passive behavior, and also expel them from the pack in a friendly manner.
    • [Dog/Wolf] The time to assign a pack leader has been reduced from 4 to 1.5 seconds.
    • [Dog/Wolf] An option has been added in MCM and the configuration holotape to add a push effect to the explosions generated by kamikaze dogs.
    • [Ghoul] The healing area of the horde leader has been modified. Now the healing area will cover a large range.

    Version 1.9.0

    • New race added: Mirelurk Queen, Nukalurk Queen.
    • New race added Mirelurk Spawn, Nukalurk Spawn.
    • [Bug Fix] A bug has been fixed that could cause kamikaze bloatflies to not disappear after dying.
    • [Yao Guai] The frequency with which the player tells the pet Yao Guai to stop fighting has been reduced. (Mostly to make it less annoying to hear the player shout after each fight)

    Version 1.8.1

    • [Mole rats] Now, the number of spawns that will appear to assist a mole rat matriarch will be limited.
    • [Mole rats] A mole rat matriarch will no longer replenish the number of spawns it can call upon when combat is reset.
    • [Mole rats] A spawned mole rat can no longer be promoted to a mole rat matriarch, even if it is the strongest when combat starts.

    Version 1.8.0

    • New race added: Mirelurk crab, Nukalurk crab and Bloodrage Mirelurk.
    • New race added Mirelurk Hunter, Nukalurk Hunter.
    • [Bug Fix] Some perks that shouldn't be shown in the player's Perks list have been hidden.
    • [Bug Fix] Now pack Brahmins will teleport to the player's position if they get stuck in an indoor area.

    Version 1.7.2

    • [Bug Fix] Fixed a bug that caused Mirelurk Spawn to behave like Radroaches.
  2. DaYaN1219
    DaYaN1219
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    I thought I turned off the radroach exploding Ai but for some reason they still explode
    1. PanConKes0
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      Hello!

      That can happen if the radroach is already loaded. Behaviors are added to each creature when they go through the OnLoad() event, which happens when they spawn. Roaches that spawn afterward won’t have the effect if it’s already been disabled.

      Regards!
  3. mshor117
    mshor117
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    nice to see an update to my favorite ai mod, thanks for this gem :)
  4. Tinyroboman
    Tinyroboman
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    Since it's a script can the Ragstag improvements ignore/affect the Gunner Mule?

    As it's race I guess uses the ragstag as it's base, and I don't want it to mess it up it's combat AI without disabling the ragstag script.
    1. PanConKes0
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      Hello!

      What is Gunner Mule?

      Regards!
    2. Tinyroboman
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      Oh it's basically this robot dog NPC here from this mod here.


      I forgot to link it, as it basically just a robot that uses ragstag as it's base for it's model, or animations.

      But idk about race, as idk if your mod counts race or faction for the creature-...

      Or it's just fine and I'm worrying about nothing
    3. Tinyroboman
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      wait did it send my reply correctly or??
  5. Kyguy89
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    Question. Been using this since launch and im assuming it doesnt touch NPC's (ememy) AI. Is this compatible with these 2 mods? Got a weird bug where sometimes enemy NPC's will takes 2 steps back and forth in place

    https://www.nexusmods.com/fallout4/mods/76382
    Also using BLD AI Tweaks. ONLY that part of BLD cuz its so good
    1. PanConKes0
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      Hello!

      This mod doesn't modify the behavior of human NPCs, only creatures.
      Regarding the modifications, the behavior is only applied through scripts when combat starts. It doesn't change the combat styles, which are the templates the game uses to determine how likely an NPC is to attack, flee, use melee or ranged weapons, accuracy, and so on.

      Regards!
    2. Kyguy89
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      Ok thank you!
  6. TheRaddical
    TheRaddical
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    Wyre Bash is throwing out this message after the new update, using old gen version on non downgraded actually old gen version of game. 

    HITMEsThe following plugins have HITMEs (Higher Index Than Masterlist Entries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to improperly remove a master. The behavior of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the plugin was corrupted. The safest course of action for a user is to uninstall it.
    •  EnhancedCreaturesAIOverhaulNukaWorld.esp: 17 HITMEs
  7. dantekral
    dantekral
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    Tons of errors on old gen dlc esp files this should made one esp needs all DLC merged not seperate we are at 2025 10 years after game released.There are edits undo community fixes merged mod fixes pretty much everyone use these days.Mod looks great but for old gen avoid until fixed
  8. chimpoforevah
    chimpoforevah
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    Is there a way to remove the incredibly annoying failsafe messages that semi-consistently pop-up over time, forcing me to click off on them, thus ruining my fun?
    1. PanConKes0
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      Hi
      I had to format my PC some time ago, so I don’t have anything related to Fallout installed. But if you can use XEdit, you can change the message type to Notification. That way, it won’t be a message box; it will just appear as a notification at the top of the screen.

      Or you could also do it by editing the .esp with the Creation Kit and changing all the message types to Notification.

      I'll try to fix this in the future once I finish installing everything I have pending.

      Regards!
    2. chimpoforevah
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      That's doable! Thanks. Love the mod.
    3. Zarandok501
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      How can we change it to Notification?
      I can only see the options "Message Box", "Delay Initial Display" and "Unknown 2" to "Unknown 31".
      Can we just leave it blank, with display time 0?
    4. PanConKes0
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      Hello!

      chimpoforevah Zarandok501
      I uploaded a new version where the Message Box have been changed to Notification Message. Since it's just a change in the .esp file, I don't think it will cause any issues, but if something doesn't work properly, I've left the previous version as an optional file.

      Regards!
    5. chimpoforevah
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      Thank you, Pan. You rock.
  9. Zarandok501
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    I made a patch for Stronger Deathclaws and your mod. They are frightening now. E.g. 5500 HP instead of the ridiculous 300.

    "Hehe, I'm in danger!"
  10. crazyape85
    crazyape85
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    Truly an amazing mod.  I definitely will keep this as a staple in mod lists and I love the fact that you can make creatures your pets that follow you around.  At one time, I had a whole pack of dogs following me, I believe it was six. That is pretty awesome in itself and I highly endorse and recommend this mod to others.  After 30 hours of play time with it, I haven't encountered any issues.
  11. 4istoryBR
    4istoryBR
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    compatible with PANPC?
    1. PanConKes0
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      Hi.

      I haven't used PANPC, but from what I've seen, I think the changes to each NPC can be enabled and disabled just like in this mod. If there are conflicts with a particular NPC, you could disable the effect of the mod, either from this one or from PANPC, so you only keep one.

      Regards!