The "ALLOWED" list is unaffected creatures. The "BLOCKED" list are critters you want to make passive!
For the longest time i've been playing with this mod but it rarely seemed to work and i just rolled with it. Turns out it wasn't working at all. After several months of assuming it was working intermittently, i decided to look at the MCM again on and whim. Then i noticed that the logic is swapped. The left side labeled "BLOCKED" is where you compile a list of critters you want to modify. i thought the mod just made everything passive by default but in fact nothing was changed at all. The wordage in the setup whitelist is mislabeled or the logic (as i understood it) is backwards.
Now Vvardenfell is full of semi-passive creatures, just the way i like it! :)
if the mod gets updated, might i suggest a simple auto sorting button that automatically sets all non-blighted animals to the passive list. Not that it's really all that difficult to compile a list though. Perhaps even just a simple text list in the MCM that lists all known "animals" so users can search for them themselves. This is the list i've currently set up that makes the most sense and works for me: alit alit_diseased bm_horker cliff racer cliff racer_diseased guar guar_feral kagouti kagouti_diseased kwama forager kwama queen kwama worker kwama worker diseased mudcrab mudcrab-diseased nix-hound rat rat_diseased scrib scrib diseased shalk shalk_diseased and most instances of "sky" and "tr" prefixed creatures (Home of the Nerds and Tamreil Rebuilt) i could safely identify without affecting scripted events.
There are a few variations of some creatures that are unique and/or already passive that i didn't bother adding. i found out the hard way that making some unique creatures passive will break their scripts. The white guar was one such creature, even though it's already passive. Changing their passiveness made it no longer move in its respective quest. So i wouldn't suggest making everything passive or whitelisting creatures willy-nilly.
Everything else on the entity list seemed like they'd be realistically aggressive like wolves and bears, and i figured that diseased creatures would be too lethargic to attack anybody. Blighted creatures however should go apeshit on anything that moves.
Would love the addition of the following functionality:
1. MCM toggle ability to limit pacification to creatures in exterior "the world" cells - so that any creature encountered inside a more dungeon-type environment is still hostile.
2. An instant kill-all hostiles/resurrect with pacification function for those odd moments where this doesn't seem to kick in/work.
Me too. Mod menu shows up in the MCM section but even if I set the slider to 100% it doesn't work. I've tried making Slaughterfish, Rats, and a couple other pest creatures to 100% passive, and also tried waiting in an indoor cell for 3 days (just in case there's an issue with respawning).
For now, I'll just change each pest creature's Fight stat in the Construction Set to 5 or 10, and also raise Flee. Make my own mod, heh. I am going to endorse Less Aggressive Creatures even though it does not work for me.
Loving this mod, works like a charm. However, I would suggest changing the left and right column header text (Blocked/Allowed). The defaults are set up like a blacklist, implying that those added to the left are the ones not being pacified.
This is really, really good. If you ever expand on this, I would love to be able to set creature fight / flee values, which is how the Healthy / More Passive Wildlife mods handle creature aggression.
This looks great, and shouldn't have dependency/conflict issues of regular plugin mods. Nice work - and why didn't this occur to me?! Will endorse after testing.
14 comments
The "BLOCKED" list are critters you want to make passive!
For the longest time i've been playing with this mod but it rarely seemed to work and i just rolled with it. Turns out it wasn't working at all. After several months of assuming it was working intermittently, i decided to look at the MCM again on and whim. Then i noticed that the logic is swapped. The left side labeled "BLOCKED" is where you compile a list of critters you want to modify. i thought the mod just made everything passive by default but in fact nothing was changed at all. The wordage in the setup whitelist is mislabeled or the logic (as i understood it) is backwards.
Now Vvardenfell is full of semi-passive creatures, just the way i like it! :)
if the mod gets updated, might i suggest a simple auto sorting button that automatically sets all non-blighted animals to the passive list. Not that it's really all that difficult to compile a list though. Perhaps even just a simple text list in the MCM that lists all known "animals" so users can search for them themselves.
This is the list i've currently set up that makes the most sense and works for me:
alit
alit_diseased
bm_horker
cliff racer
cliff racer_diseased
guar
guar_feral
kagouti
kagouti_diseased
kwama forager
kwama queen
kwama worker
kwama worker diseased
mudcrab
mudcrab-diseased
nix-hound
rat
rat_diseased
scrib
scrib diseased
shalk
shalk_diseased
and most instances of "sky" and "tr" prefixed creatures (Home of the Nerds and Tamreil Rebuilt) i could safely identify without affecting scripted events.
There are a few variations of some creatures that are unique and/or already passive that i didn't bother adding. i found out the hard way that making some unique creatures passive will break their scripts. The white guar was one such creature, even though it's already passive. Changing their passiveness made it no longer move in its respective quest. So i wouldn't suggest making everything passive or whitelisting creatures willy-nilly.
Everything else on the entity list seemed like they'd be realistically aggressive like wolves and bears, and i figured that diseased creatures would be too lethargic to attack anybody. Blighted creatures however should go apeshit on anything that moves.
1. MCM toggle ability to limit pacification to creatures in exterior "the world" cells - so that any creature encountered inside a more dungeon-type environment is still hostile.
2. An instant kill-all hostiles/resurrect with pacification function for those odd moments where this doesn't seem to kick in/work.
For now, I'll just change each pest creature's Fight stat in the Construction Set to 5 or 10, and also raise Flee. Make my own mod, heh. I am going to endorse Less Aggressive Creatures even though it does not work for me.