Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
TameBeasties.mod
Animal Backpacks.mod
Leather Bag for Dogs.mod
BonedogBackpack.mod
GreatDirewolf.mod
GreatDirewolf Patch.mod
"I forgot the exact reason why animals will just eat everything in the town they're at, I think it has to do with Relationships/Coexist settings for the NPC. This was fixed previously because the Hub had a big problem with Bonedog Guard animals which would eat all of the prisoners, killing a few bounties that were meant for the Players to try and collect (forgot the NPC, but they're wanted in Shek but are housed in the Hub prison, so you could prison break them and transfer them to Shek for a 40k-ish bounty), as well as just being a nuisance lol.
I think the mod author could probably fix it by adjusting the Relationship/Coexist settings to make them allied (or at least +30) to the Holy Nation Outlaws and Drifters to make sure they don't just eat everything there."
Also, quickly testing, if I use only this mod, don't recruit the dog, and wait for some NPCs to be downed, the dog "will" munch on things. So whatever I suppose, problem is fixed by unsubscribing.
Ye. There's another follower mod that adds a small recruitable beak thing, that has the same problem. Whatever AI package they chose (probably beak thing) does the same "eat any downed creature", dead or alive, in screen range.
Sounds like it's just an issue with AI meant for hostile carnivores, being used on allied NPCs, and allies like guards not being programmed to react, since normally they'd already be attacking if in range. (Although that makes me wonder how the suspicious settler bonedog gets around the issue - not actually sure where it's located. Maybe no allies/jails nearby? Wiki seems to indicate this.)
I almost wonder if AI from one of the herbivore animals, could work around the problem?
At first it was kinda funny and random. But now I realize, this has all kinds of implications. Basically, all prisoners (or downed characters around town that for whatever reason, aren't being picked up by NPCs) are guaranteed to die or be fully disabled, while the guards are hyper training their medical skills and avoiding doing anything else 'till there's no prisoners left.
Mods that change AI radius to allow dogs to go indoors easier, may make this worse. But it happens outside the gates frequently as well, and I think your own characters can also be targeted.
-character limit-