Preemptive Answers: This is why creature mods are screwing with SMR's Mutant Hound spawns. This does not require other creature mods, but makes them compatible. The modded creatures were spawning with the wrong skins but the right names. This is fixed here. 4est has permission to implement this in an update however he wants. I have been hunting this bug for ages, the cause was so simple it enraged me. Templates, yet again, were the source of an annoyance. You're welcome.
thank you so much bro!!!i almost gave up and accepted it as cant be helped but then i found this mod and it works like a charm!!!thank you !instant endorsed!this mod will never leave my LO!not only 4estgimp awkcr free version,it works effortlessly with the SMR awkcr free lite by whiskytangofawks!!
Have been curious about SMR but the naming bugs have discouraged me from installing it. "DC and West Coast Supermutants" by GrilledTurkey has a similar issue; any chance you could look into it?
Looks like it is the same issue with spawned supermutants getting the wrong skin, so their names don't match. I haven't installed it yet, so I haven't experienced it personally; just going with what others that have, mentioned in bug reports and comments.
It will take more than I thought. The original author has absolutely mangled the mutants beyond a simple fix. I will post a deep edit of the AWKCR Free version that ensures compatibility. The edits to level NPCs and lists are downright stupid, the whole thing needs to be reimplemented to call on templates properly. Currently it is forcing mixed templates through LvlNPCs instead of simply spawning them from curated lists. I will probably make new level stacks and override all the LvlNPC records with those, ensuring everything spawns as it should and plays nicely with injections. The DLC variants will also need this fix. I will include the hounds in that since it is basically one massive fix at this point.
I'm glad I chose not to install it. I really appreciate that you are taking the time to fix it, and look forward to your version. I would have tried myself, but I am new at modding Fallout 4, and lack the basic knowledge to take on such a difficult task.
Yes. This was created with 4est version for compatibility with all hound injections. I believe this is a problem in the original mod itself.
The cause was poorly mixed template actors. The spawns actually had the right names. They were just pulling other NPC data from a separate level list resulting in centaurs with hound assets. This patch will work with any version of the mod, provided they do not change the form IDs of the new lvl hounds. If needed, I'll update this to have a proper Far Harbor lvl so the Pale hounds spawn there and only there.
It should with with any. All it does is normalize the lvlMutantHound records so they stop mix matching templates. If the bug persists, move it below your patches until it is fixed. I'll check the various versions to see if any change the custom forms IDs, but it should work fine. This is basically a standalone patch for any mod that adds to mutant hound lists.
thanks the og author of smr is mad hostile and some how takes offence to being asked basic questions glad someone fixed this ive been trying for a while
Took forever to find the source. Having hundreds of mods installed didn't help. Super basic fix though, and a pretty dumb way to implement new Hounds. Old xEdit butchery.
19 comments
This is why creature mods are screwing with SMR's Mutant Hound spawns.
This does not require other creature mods, but makes them compatible.
The modded creatures were spawning with the wrong skins but the right names. This is fixed here.
4est has permission to implement this in an update however he wants.
I have been hunting this bug for ages, the cause was so simple it enraged me. Templates, yet again, were the source of an annoyance.
You're welcome.
What exactly is the issue I should be looking for?
I haven't installed it yet, so I haven't experienced it personally; just going with what others that have, mentioned in bug reports and comments.
I will post a deep edit of the AWKCR Free version that ensures compatibility.
The edits to level NPCs and lists are downright stupid, the whole thing needs to be reimplemented to call on templates properly.
Currently it is forcing mixed templates through LvlNPCs instead of simply spawning them from curated lists.
I will probably make new level stacks and override all the LvlNPC records with those, ensuring everything spawns as it should and plays nicely with injections. The DLC variants will also need this fix.
I will include the hounds in that since it is basically one massive fix at this point.
I would have tried myself, but I am new at modding Fallout 4, and lack the basic knowledge to take on such a difficult task.
Thanks for the fix.
So just to clarify, this should make 4estGimp - Super Mutant Redux compatible with Mutant Menagerie - Life Finds A Way? The Mutant Hounds from SMR conflict with the new creatures added by MM.
This was created with 4est version for compatibility with all hound injections. I believe this is a problem in the original mod itself.
The cause was poorly mixed template actors.
The spawns actually had the right names. They were just pulling other NPC data from a separate level list resulting in centaurs with hound assets.
This patch will work with any version of the mod, provided they do not change the form IDs of the new lvl hounds.
If needed, I'll update this to have a proper Far Harbor lvl so the Pale hounds spawn there and only there.
Now I just need compatibility between the UI elements of Transfer Settlements and Gas Masks of the Wasteland (and a better way to distribute the gas masks in that mod to NPCs via RobCo Patcher or Spell Perk Item Distributor) and I could almost rebuild my old modlist.
Classic Radiation Poisoning
https://www.nexusmods.com/fallout4/mods/65211
Haven't modded UI elements myself, but it may give you some inspiration.
Would you know if it works with this version?
All it does is normalize the lvlMutantHound records so they stop mix matching templates.
If the bug persists, move it below your patches until it is fixed.
I'll check the various versions to see if any change the custom forms IDs, but it should work fine.
This is basically a standalone patch for any mod that adds to mutant hound lists.
Can’t tell you how much frustration this was causing me.
Thank you!
Having hundreds of mods installed didn't help.
Super basic fix though, and a pretty dumb way to implement new Hounds. Old xEdit butchery.