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Fixed Guard Dog attacks Trashcan Carla-Bug or just good taste?

HoldAt149

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15
So There I Wuz...
I had a kennel set up on the bridge into Sanctuary advanced to 2nd Lvl. Finished Old Guns and, after a nice conversation with Preston about Ronnie Shaw, added some tank artillery to bolster defenses. I noticed I didn't have enough bodies for everything and rather than take Preston off patrol, I assigned my K9 guy to TDY on the artillery - I mean its just a house away right? And besides we got a turret between the bridge and the likely spawn point and back up is close by at the Red Rocket. What could go wrong?
I go on through town looking for a likely spot for a vertibird pad, pausing to sell Carla some water on my way - rebuilding the Commonwealth ain't cheap, ya know.
Later, on my way back to Red Rocket I hear gunfire but got no threat indicator on my HUD. I get to the bridge and there's Carla shooting the dog from the bridge kennel cuz he's got her on the ground and is going right at her. Both of them still register as friendlies in VATS.
Well, vendors are harder to find than dogs, so I had to put Ole Yeller down. I was so upset I didn't even check to see if I could eat him.
So was that a bug? Did he turn feral when I reassigned his handler? Did he just not like Trashcan Carla, kinda like that snooty robot in Diamond City?
 
That's from one of the Add-On's. You might want to report it in the Add-On's section of the forum the plot comes from. The plot plaque should have that info.
 
@Tinuvia Just want to make sure you see this.
Yes, but the kennel is @Altairp 's plot. We'll go over the Death Tower dog factions anyway for the next update - I wonder if this problem comes from the dogs staying on while the plot is unmanned?
 
Oh sorry, I am way behind on which add-ons have what!
 
Oh sorry, I am way behind on which add-ons have what!
No worries, it's not like the Death Tower Dogs are on their best behavior all the time ;) We have a few factions to add in the next update.
 
Thank you, Tinuvia, for bringing this to my attention!

...also, @HoldAt149 -- was the feral dog a 'Mongrel' ? I noticed it's the only dog that almost always goes feral on Level 02.
 
@Altairp
I had a thought about this happening, why not incorporate one of those flashing light things you use in the vanilla game when you catch dogs/deathclaws etc in cages , i bet that will solve the problems with the dogs.
 
Probably wouldn't work. I have not touched the DLCs just yet, but I imagine that the pole just changes factions/aggressiveness/something else of specific NPCs (so, my dogs wouldn't be included) with a script. Besides, I'd have to use one of the workshop DLCs for a 'vanilla' plot.

Anyway! ...I spent the last minutes resetting each level of the Kennel to see which dogs went feral. The mongrel at Level 02 always turned around to attack settlers; some attempts were made to stop the dog from going nuts, but I still can't figure out what makes the animal feral. So I'll just apply duct-tape and remove mongrels from Levels 02 and 03 (the one in 01 works, for some reason) and add more factions to the other dogs in order to make them friendlier to others.


In the meantime, I suggest that you just reset the plot if you get the mongrel at Level 02. The other dogs should be safe to use.
 
Yes, it was a mongrel -the hairless, really ugly type is "mongrel" right?
Also, I couldn't salvage the body with STS, if that tells you anything.
Thanks for your prompt attention!
You guys are awesome.
 
Yes, it was a mongrel -the hairless, really ugly type is "mongrel" right?
Also, I couldn't salvage the body with STS, if that tells you anything.
Thanks for your prompt attention!
You guys are awesome.
Yes! That was the Mongrel (you can also see its name if you target the dog with VATS).

What's STS, by the way? I don't recognize the acronym.
 
STS is apparently the best scrap mod for Xbox as it's one of the only ones that doesn't turn off combined objects (which causes a huge performance hit).
 
Oh. Thank you.

It's perfectly if Scrap mods cannot scrap my animals, then: just yesterday night I've added a recipe to do so. Mostly because I wanted to offer people a way to easily move my NPCs around if needed (instead of having them reset the plot/use other objects to push them around), but you'll also be able to scrap them (and their corpses) in the next update.
 
STS is apparently the best scrap mod for Xbox as it's one of the only ones that doesn't turn off combined objects (which causes a huge performance hit).
Yup.
One of a couple I've tried. Seems to work well with others too if you strategically tweak the LO and enable/disable others as needed.
 
Not just mongrel type are going nuts, had 3 dogmeat kind harassing Carla Trashcan yesterday, so yes it looks like a problem with caravan faction.
 
Not just mongrel type are going nuts, had 3 dogmeat kind harassing Carla Trashcan yesterday, so yes it looks like a problem with caravan faction.
The dogmeat kind aren't mine, I think they're @Tinuvia 's.

I only have Molerat/Mongrel for Level 01, Mongrel (will be removed)/Brown/Black dog for Level 02, and Mongrel (see before)/Black/Brown dog with a chance for a Mutant Hound :agree:
 
The dogmeat kind aren't mine, I think they're @Tinuvia 's.

I only have Molerat/Mongrel for Level 01, Mongrel (will be removed)/Brown/Black dog for Level 02, and Mongrel (see before)/Black/Brown dog with a chance for a Mutant Hound :agree:
@auradiel Hi! Could you please check the plaque so we know what plot it is - and if it is from MrJoseCuervo, what version of the mod are you using? Thanks :)
 
Oh yes my bad, i missed last update, it's from MrJoseCuervo and had the 1.2 version, just checked and downloaded 1.2.1 who fix this, sorry for the troubles ... was just pointing out that it wasn't only mongrels who were bad bad bad doggy. Thanks to all the SimSettlement crew.
 
Oh yes my bad, i missed last update, it's from MrJoseCuervo and had the 1.2 version, just checked and downloaded 1.2.1 who fix this, sorry for the troubles ... was just pointing out that it wasn't only mongrels who were bad bad bad doggy. Thanks to all the SimSettlement crew.
Good! Happy that it's working :)
 
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