i love your mod but sadly it seems to only work in my single player world. I tried it with my friend, we had the same config and the same mod version but the tamed animals were not following....
Thanks! It can be challenging to diagnose multiplayer issues. I would need to see the log files from both systems, (with the LogLevel set to 5), during a call and stay event. Did this first start happening with the new release (1.0.1)?
Hello! Love the idea for this mod. Unfortunately it seems like the shortcuts for AlternateStay and CreatureSelector aren't functioning for me - the keybinds are listed there, get saved to the config correctly, etc. but pressing them isn't doing anything for me. The PackBehavior shortcut does function, however. Not sure if the conflict is on my end but thought I'd let you know! Any help would be appreciated here.
Please make sure you have "UseTwoKeys" set true if you want to use the AlternateStay. Are you looking to cycle through the creature selection using the key or your mouse scroll wheel? If you send me your config file in a DM, I'd be happy to look at it and see if I can help.
I'm having the same issue. Can't cycle the creature selector with two keys pressed + scroll wheel. Switched to using the keys only for selection for now :/
I have a release that's been pending for over 6 months that was primarily a performance improvement. Let me run it through all the test cases. I've been using it and haven't seen the issue you describe, so maybe it's already 'fixed'
[Edit] It looks like Mistlands adds 'persistence' to following pets. The way in which they do this 'competes' with WolfPack, resulting in some unexpected behavior such as you describe. I'm already converting to leverage their system, and will have an update shortly. Until then you should be 'mostly' compatible, as long as you don't select any pets 'by hand', or if you do, release them 'by hand' before calling them with WolfPack.
Been trying to use this mod. Unfortunately, when the game launches, the follow/stay keybind is being erased from the config file, and the separate follow & stay keybinds are not working. Playing on a GPortal server, and this mod is not installed on the server, just on my local cleint to test. Using v0.9.8. Tried the default Ctrl-T keybind, no effect. Checked the Config file, there was no value bound for the command. Closed the game, set the keybind value, relaunched. Opened the config file, and the keybind value was erased again. Coming from Ark, I'm really missing running with a pack. Hopefully this is just a derp problem on my part.
Odd. Is this the first time you've tried using WolfPack, or have you been using it and this is a new problem that's recently started?
If you have not already done so, please delete the config file entirely. Start a local game, not connected to the server, and let me know if the keybinds get created and work correctly. You shouldn't even need tames to test this. If you still have an issue, we can start looking at your other mods.
This mod is like a god send for me. I like leaving Wolves outside my base but have had a few mow down deer and what not and started to erm... breed. Oddly the pups born don't seem to have a limit to how far they wander. They will roam as far as they want and that has led to my whole black forest where I'm settled to be well... over run with wolves. This has at least let me wander around randomly calling for them and coming back with a huge bloody pack.
Any way to have this affect the PUPS as well (or all babies born), so their 'stay' spot is where they pop out to avoid this? As neat as it is seeing 100's of wolves roaming around it was making my world VERY laggy to be in as they just kept killing beer and popping out pups like rabbits.
I can relate to the overpopulation issue! My main base is on an island rich with game, and if I 'leave' for a few days the population can easily double. Regarding the wolf pups, yes I'm reasonably certain their wander distance can be set. I've considered adding this before, but I've also thought about trying to have the pups 'follow' an adult wolf, which might be an even more realistic scenario. I'll probably get back to WolfPack in a little while - I already have a version created that reduces network traffic, and will be adding a config for max number of following creatures as well as the ability for the server to control the settings.
If the puppers born can stay put like the adults that be great, as that's what has led to soooooo many wolves just off to the wild unknown. I've even found them all the way into the swamp far down south from where I'm settled and just.. HOW did it make it so far?!
Now all that would be nice is if there was a way to heal them... without breeding them... or ya know, make them not breed when eating meats and only heal, and need a crafted item fed to... do the do. >.>;;;
It's configurable - you can set the roaming distance with StrictObedience. A value of 0 will have them stay in the exact position. Set to 10 and they'll roam up to 10 units/meters.
Sorry late reply, thats cool to know. But is there other way command stay or we should called it Hold so the wolf will stay in one place and the stay command is different from hold command? Because i prefer set 2 wolves each from N S W E of my base to guard out side using STAY so they roam and attack nearby enemy... then the HOLD is the one inside the base due to they're aggro sense they break walls and gates from the inside if enemy is outside the wall. Just hoping a command Follow/Stay/Hold what do you think?
I'm not sure the "hold' will make any difference, however, in the scenario you mentioned. Once the wolves are excited, the 'wander limit' does not appear to apply. They'll probably still knock down your walls. You can test this now by setting StrictObedience 10 on your 'outside' wolves, then reset to 1 or 0, and select a few 'inside' wolves to follow 'by hand'. Set them to stay (which will use the lower value). You'll probably have to turn down your DetectionRange in order to not 'override' the stay behavior of the 'outside' wolves if they're close by.
Okey great I'll give it a try with these idea for now I am observing them using half gate if they still get aggro from porch distance to enemy outside the walls. Cause those 2 wolves inside my main base are the breeder emergency incase i lost all my wolf. Its you painful luring them and lost a lots of skill points... idk for 1,2,3,4 & 5 stars wolf because mine is just normal wolf atm. But thank you hopping for new command HOLD no preassure.
I must have overlooked in the readme or on this site on where the wave files need to be installed? I don't see install instructions for this mod so I will just presume the dll goes into the BepInEx/plugin folder I will guess the wave files go into CustomAudio/SFX? But then ... wouldn't that require the CustomAudio mod to be a required mod for this mod too?
I'd love to see a few extra commands in this mod. Having wolves jump/howl/attack what the cursor is on would be great, but most importantly, a sit command. I can't even tell you how many times my wolves have walked into fire, attacked something I was trying to sneak past, shoved me away from the forge when I'm in the middle of crafting, wandered too far away to find them...all easily solved if I could just get them to stay in one place!
Interesting. I'm not up for creating a new 'sit' animation, but it might not be a big deal to create a new command to keep wolves in one place. Maybe 'hold'. I'll look into it. Directing wolves to a specific target will take more investigation. Thanks for the ideas!
WolfPack now includes a "Strict Obedience" configuration. You can set the distance creatures wander when "Stayed". A setting of 0 (the strictest) will keep them in one place. A low number will contain them in a small area.
Hey, would it be possible to add an * before a name in the trainable creatures? For example Spiders are RRRM_IceSpider_DoD, RRRM_FlameSpider_DoD, and RRRM_TreeSpider_DoD, similarly wolves added by RRRM are *Wolf
I added the additional wildcards - the mod now supports leading and/or trailing asterisks - starts with*, *ends with, and *contains*. It also will find creatures from their name, display name, or prefab name.
76 comments
i love your mod but sadly it seems to only work in my single player world. I tried it with my friend, we had the same config and the same mod version but the tamed animals were not following....
Edit: sorry. apparently, the pet need to stay first before using the mod.
[Edit] It looks like Mistlands adds 'persistence' to following pets. The way in which they do this 'competes' with WolfPack, resulting in some unexpected behavior such as you describe. I'm already converting to leverage their system, and will have an update shortly. Until then you should be 'mostly' compatible, as long as you don't select any pets 'by hand', or if you do, release them 'by hand' before calling them with WolfPack.
Playing on a GPortal server, and this mod is not installed on the server, just on my local cleint to test. Using v0.9.8.
Tried the default Ctrl-T keybind, no effect. Checked the Config file, there was no value bound for the command.
Closed the game, set the keybind value, relaunched. Opened the config file, and the keybind value was erased again.
Coming from Ark, I'm really missing running with a pack. Hopefully this is just a derp problem on my part.
If you have not already done so, please delete the config file entirely. Start a local game, not connected to the server, and let me know if the keybinds get created and work correctly. You shouldn't even need tames to test this. If you still have an issue, we can start looking at your other mods.
I tried your suggestion. The keybinds stayed and worked.
Thank you for the fix.
Any way to have this affect the PUPS as well (or all babies born), so their 'stay' spot is where they pop out to avoid this? As neat as it is seeing 100's of wolves roaming around it was making my world VERY laggy to be in as they just kept killing beer and popping out pups like rabbits.
Now all that would be nice is if there was a way to heal them... without breeding them... or ya know, make them not breed when eating meats and only heal, and need a crafted item fed to... do the do. >.>;;;
I'm not sure the "hold' will make any difference, however, in the scenario you mentioned. Once the wolves are excited, the 'wander limit' does not appear to apply. They'll probably still knock down your walls. You can test this now by setting StrictObedience 10 on your 'outside' wolves, then reset to 1 or 0, and select a few 'inside' wolves to follow 'by hand'. Set them to stay (which will use the lower value). You'll probably have to turn down your DetectionRange in order to not 'override' the stay behavior of the 'outside' wolves if they're close by.