The Vanilla experience. FNV version - same problem. Seems like not this mod does not cover everything it should. Example: 02010EFA (prefix could be different). Added later: Yeah, Yao Guai cave in "HH" is great reference. Pretty much everything inside want to have you on dinner.
First met Police & Military Cyberdogs at Big Mt. chew on me with delight. 03013e05 & 03013e06. Used my own old plugin to correct that - if anyone wants it, its under miscellaneous section of 58330 mod.
thanks, cazadores are just protecting their eggs as are deathclaws, and it makes me sad to have to shoot them, if I want challenge I already have disease, temperature, better AI for humans, big scary robots and entire dungeons. now I just need some way in TTW to prevent James forcing me to kill a bug who hurt nobody.
I'm searching (with no luck) a special Animal Friend that makes friendly ONLY dogs (normal and vicious) and coyotes. After all, is in humanity's history that canine races were and are "mankind best friends", right? Adding coyotes (and I still not understand why there are no wolves in the game) is a plus for the one who like to play as "one with nature".
In the meanwhile, all other mutated animals, are still mainly some abominations and by my point of view they shouldn't be included.
This goes out of the scope of this mod and and would give me two more files to actively maintain, so no, sorry.
If it was just an edit of Animal Friend, it would require going through all the creature records in the game and removing the faction from EACH of them, with the exceptions of dogs and coyotes. It'd also render the perk nearly useless.
If it was a whole new perk entirely, then it'd have no place on this mod's page.
The mod "Niner" adds a companion at goodsprings who makes dogs, including nightstalkers and cyotes and even faction dogs friendly. he's a cool guy, none of his dialogue or gear contradicts the idea of him being vegan, so based. also he has an Aussie accent, fun. I think it's more self consistant for most characters who hate killing 1 type of animal that feels pain not wanting to kill others, then again people roleplay legion and NCR, so contradictions are abound.
Can you make this for fallout 4? had to kill a hostile yao guai as part of a mod ques,but I could not tame it, and you also cant tame some creatures either as it seems omitted, unless for some reason thats intentional? More creatures in wasteland whisperor and animal friend damnit!
I'm afraid the implementation of Fallout 4's Animal Friend, Wasteland Whisperer and Intimidation may be a bit more complex than FNV's/FO3's Animal Friend. It's also worth noting the FO4 version has species-specific voicelines. As such, making such a mod is out of my scope (also not sure if the FNV Nexus is the best place to ask in the first place).
That's super strange, here's my screenshot of the newest Enhanced file, where I haven't changed anything between release and now. I've hidden no conflict and empty rows. As you can see, all those records are changed on my end, including the Vault 19 Fire Geckos. (Also, why isn't there a spoiler button on the default toolbar? Geez.)
Ohhh now i see what the issue was thanks to your picture. xEdit had the "Hide templated fields on actors" ticked, which made the Faction edits pretty much invisible marking the record as an ITM, after unticking it now the changes are actually visible. Today i learnt, i suppose :P
Spoiler:
Show
Thank you so much, and also sorry for wasting your time!
I had an idea for balancing. It could be interesting to add a third rank to the animal friend perk to require a higher level to have the more murder-hobo animals (cazadors and death claws, for example) to give the feeling that your character has to become better with animals to gain the trust of the more deadly and violent ones. The murder-machines could be adjusted to treat the second rank of animal friend like the first rank, and the third rank as the original second.
A death claw is harder to convince to not kill you or to help you than a mole rat.
Being a Disney Princess is great and all, but only a Florida Man can pet a swamp puppy!
While the idea is great, with my current modding knowledge, I have no idea how to implement it - I'd probably need to rewrite the script for the perk, and I'm not familiar with GECK scripts. Maybe one day, in the far future (or if someone offered help).
Also, I'd probably get complaints in the comments about the new requirement, I feel like.
Fair. I am pairing this mod with Hire and Recruit 2 so I can play as Florida Man. He'll either charm your pants off, sick his pets (or worse, himself) on you, enforce his Second Amendment Right, or ask you where the 20-foot Burmese Python is at.
Why I want to play this build: Snek Pupper and Swamp Pupper, Shotgun (especially with the awesome stuff added by Another Millenia), I didn't realize that you didn't have to kill Gabe in OWB and that POS scientist shrugging off his good boy ripped a hole in my damn heart (despite it floating in a tank in another room).
That sounds like a very interesting playstyle, and I can sympathise with the bit about Gabe.
Unrelated, but you might be interested in using JIP Companions Command and Control instead of H&R2. It also lets you recruit anyone/anything, plus lets you be quite tactical with your companions. Make sure to use it with these two mods as well, because graphical cohesion: JIP CCC HD Icons Perk Styled CCC Icons
I have no idea what or where Green Springs Cave is, I'm guessing it's from a mod? The IDs are definitely vanilla though and I went through all of them, so hopefully no more hostile Deathclaws in the Enhanced version with the upcoming 1.9 :)
Just downloaded the vanilla version and it seems that while the regular Fire Geckos are affected, the Young Fire Geckos are still hostile even with the perk.
It would help me a lot if you could get the ID of the specific Young Fire Gecko/Geckos that are still hostile (open the console and click on the offending creature), as my manual combing through hasn't produced any finds.
It's definitely weird. I'm not very good with xEdit, but I went to check my mod list and I don't think there's anything overwriting Animal Friend Fixed.esm's changes? I went to Lucky Jim Mine just now because I knew there were Fire Geckos around it and sure enough, the adults are friendly and the young ones show up as enemies. ˇYoung Fire Gecko" (00168B59) - FalloutNV.esm, also (00168B5D) (those were the two I found at the mine). I also spawned in a young fire gecko with console commands and the Form ID from the wiki (00167E9D) and it showed up hostile.
Tried the new version and the young geckos are now friendly, thank you! :) Hopefully that fixed all instances of them, if I happen to find any others I'll let you know!
Sadly found eight more hostile Young Fire Geckos around and within Nopah Cave (another location with lots of fire geckos). There could be more. Form IDs are:
I dunno why there are so many separate lil geckos who don't wanna be friends with the Courier xD I'm at least seeing a few friendly ones as well now. There seems to be a pattern to the IDs so maybe you can find any other missing ones from that.
Yeah, the pattern is there because they were all placed around a similar time (which makes sense, they probably did Nopah spawns in one go) - but! Those placed creatures refer to two-three actual formIDs (templates used to place these creatures), meaning the fix was quicker and simpler than expected. Expect 1.9 very soon.
Hate to come back with another error report, but Deathclows are not affected by the Enhanced version. Cazadores, ants, etc... work fine, however, Deatchclaws still target the player and attack.
The previous version worked as expected in that regard.
Young Deatchclaws seem to not target until their mother start attacking, however, it's not consistent. I used cheat Deathclaws and naturally spawned ones from different locations.
The ones that do not attack seem to have this ID
"Deathclaw" (00159805)
Edit: Sadly V 1.8 still does not solve the Deathclaws problem.
82 comments
now I just need some way in TTW to prevent James forcing me to kill a bug who hurt nobody.
After all, is in humanity's history that canine races were and are "mankind best friends", right?
Adding coyotes (and I still not understand why there are no wolves in the game) is a plus for the one who like to play as "one with nature".
In the meanwhile, all other mutated animals, are still mainly some abominations and by my point of view they shouldn't be included.
Do you think you could make this sort of perk?
If it was just an edit of Animal Friend, it would require going through all the creature records in the game and removing the faction from EACH of them, with the exceptions of dogs and coyotes. It'd also render the perk nearly useless.
If it was a whole new perk entirely, then it'd have no place on this mod's page.
Thank you anyway for the quick reply.
I think it's more self consistant for most characters who hate killing 1 type of animal that feels pain not wanting to kill others, then again people roleplay legion and NCR, so contradictions are abound.
Either way, thanks, and ya'll are welcome! :>
Here's a screenshot directly from xEdit (Including some of the ITMs):
And the ITMs i found:
00135F43
001365B3
00142A22
0014F3FE
0014F401
0014F403
0014F427
0014F42C
0014F42D
0014F42E
0014F430
0014F44D
0014F475
0014F477
0014F478
0014F47B
0014F47D
0014F482
00156786
0015C67B
0015C67C
0015C67D
0015C67E
0015C67F
0015C680
0015C681
0015C682
0015C683
0015C684
0015C685
0015C686
0015C687
0015C688
0015C689
0016294C
0016294D
00167E90
00167E91
00167E92
00167E96
00167E97
00167E98
00167E9C
00167E9D
00167EB2
00168B08
Thank you so much, and also sorry for wasting your time!
No problem and have a good day!
A death claw is harder to convince to not kill you or to help you than a mole rat.
Being a Disney Princess is great and all, but only a Florida Man can pet a swamp puppy!
Also, I'd probably get complaints in the comments about the new requirement, I feel like.
Why I want to play this build: Snek Pupper and Swamp Pupper, Shotgun (especially with the awesome stuff added by Another Millenia), I didn't realize that you didn't have to kill Gabe in OWB and that POS scientist shrugging off his good boy ripped a hole in my damn heart (despite it floating in a tank in another room).
Unrelated, but you might be interested in using JIP Companions Command and Control instead of H&R2. It also lets you recruit anyone/anything, plus lets you be quite tactical with your companions. Make sure to use it with these two mods as well, because graphical cohesion:
JIP CCC HD Icons
Perk Styled CCC Icons
00168B98
00168B99
00168BAC
00168BAB
Apologies for the misunderstanding before. I haven't found any young Deathclaw that is hostile with version 1.8.
Let me try and I'll let you know.
Edit: It looks like update 1,9 works even for cheat spawned Deathclaws. AWESOME. Thank you for your patience.
Glad to hear everything's working correctly! No problem at all, thank you for being helpful and providing IDs. :)
Edit: Adding just in case that I'm running TTW.
00174B96
00174B8A
00174B9A
00174B9E
00174B9F
001672D0
001672D6
001672D7
I dunno why there are so many separate lil geckos who don't wanna be friends with the Courier xD I'm at least seeing a few friendly ones as well now. There seems to be a pattern to the IDs so maybe you can find any other missing ones from that.
The previous version worked as expected in that regard.
EDIT: Is it any and all Deathclaws, or in a specific location? Please provide form IDs of the offenders, like I've asked the previous person.
"Deathclaw" (FF001F4E)
Young Deatchclaws seem to not target until their mother start attacking, however, it's not consistent. I used cheat Deathclaws and naturally spawned ones from different locations.
The ones that do not attack seem to have this ID
"Deathclaw" (00159805)
Edit: Sadly V 1.8 still does not solve the Deathclaws problem.