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Merlord

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14 comments

  1. kawaitei
    kawaitei
    • member
    • 6 kudos
    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.
  2. Vashra1
    Vashra1
    • member
    • 9 kudos
    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.
  3. Theoteus
    Theoteus
    • supporter
    • 0 kudos
    Great mod. I wish it allowed to set percentage per each creature (not globally)
    1. IlanSmolders
      IlanSmolders
      • member
      • 5 kudos
      SOOO TRUE
  4. Crusader9
    Crusader9
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    • 0 kudos
    It won't enable when I press "enable mod" in the MCM, did I install wrong?
    1. bobbyp456
      bobbyp456
      • premium
      • 13 kudos
      I'm having this problem too. I have cliff racers set to be passive 100% of the time but they all still attack me
    2. junglebrad
      junglebrad
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      • 0 kudos
      ** edit **
    3. xenaclone
      xenaclone
      • supporter
      • 2 kudos
      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. 
  5. opiter09
    opiter09
    • member
    • 27 kudos
    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.
    1. xenaclone
      xenaclone
      • supporter
      • 2 kudos
      I agree. As I actually read what the menu says, it's confusing. 
  6. praisejebus732
    praisejebus732
    • supporter
    • 5 kudos
    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.
  7. lemmingbas
    lemmingbas
    • premium
    • 18 kudos
    Been looking for something like this, and it works great too! Thank youuu!
  8. panurgy
    panurgy
    • premium
    • 9 kudos
    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.
  9. Luj1
    Luj1
    • member
    • 5 kudos
    Well this should end all passive healthy wildlife mods lol.. Perfect