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Level 3 kennel dogs fighting settlers

Degenerate

New Member
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7
Exactly like the title says. When the Kennel (small martial plot) upgrades to level 3, the new armored dogs start fighting my settlers.

Is this happening to anyone else?
 
Oops. That's my plot (fenced area with barbed wire and a flat roof ontop, right?).

I don't remember having issues with the dogs, though. Which animal is attacking your settlers? The Mutant Hound, the Mongrel or the Mutt (black/brown dog)?
 
i haven't seen a mutant hound on level 3, just the Mongrel and the Mutt (both armored) both attack the same target usually until my whole settlement puts them down.

It is your plot, I don't remember a roof showing up with level 3, but there is a fence.
 
Then it's probably Level 02? If there's no roof with lightbulb (or a spotlight). I checked myself, and the Mongrel ran off to bite on my settlers. Must've missed something with that one - but I didn't notice hostile dogs on 03 :no:

I'll triple check in any case.


If you didn't attack them or something like that, I suggest resetting the plot until you get a dog that doesn't attack your settlers. Not -all- dogs are hostile, I'm sure of that. Resetting the plot until you get the Mutant Hound (which should be friendly) can be a momentary fix until I fix them myself in the next update.
 
Ah, I am glad to see this is a known bug. I ended up scrapping the plot because I play with mortal settlers, and the dog was very good at killing at least 1 before getting put down.
 
Yup the raider looking dog ( Armor wearing) at Level 2 went straight into attack mode :( level 1 molerat was fine. Refreshed plot & brown normal looking dog seems ok so far
 
Yeah, those dogs are a bit weird at the moment; especially because I cannot figure out what makes them attack other NPCs. Sometimes a hostile dog even becomes friendly after a plot reset.

For now, I suggest a plot reset if you get a hostile dog. I'll see if I can get this fixed in the next update.
 
Yeah, I should look/talk with someone about solutions, if I cannot find a solution by myself.

...but if you are suggesting that i should add rebellious dogs, then i probably won't: they're meant to make a settlement feel safer :agree:
 
No i didnt mean to add rebellious dogs but he might shed some light on whats going on and give you idea's to fix your problems.
 
I know these are old post but I'm having problems with the Kennel type Martial Plots. Whether it's the mole rat or mutant dog type, they tend to get in fights with settlers. It doesn't always happen and I don't know what triggers the fights (guest or random attacks?). I've ended up just changing the plots to the checkpoint type (I only have kennel and checkpoint). Is there a fix for this?
 
This is new. There shouldn't be issues with the molerats or the big dog.
Do you have the latest version? ...if so, I'll have to check wassup.
 
Yes, ver. 3.2.3 three-in-one. I think Kinggath had a video concerning this in one of the patches, but I don't know which one. I've seen the problem with mole-rats in only a couple of hand make settlements. The only Leader built settlement I have right now is Starlight Drive-In. It had something like 4 or 5 kennel Martial plots, and the settlers were fight one Mutant Dog Guard. I had to rebuild them all to Checkpoint plots for the fighting to stop. Of course first I had to find all the plots!!!
 
I have a similar situation. I don't recall the plot but it was martial with wolves. I also had a kennel with a mole rat. Both in sanctuary.

I also use Horizon and had guard dogs as part of Horizon defense group items.

Both the horizon guard dogs and the mole rat attacked the wolves.

I also have the tactical glasses where enemies are red. Friendlies are blue. The wolves were red.

Additionally, I I have whirligig sentry and they identified the wolves as enemy.

But the whirligig also identifies the rad rabbits and rad chickens as enemies, as well as the glasses.

What i am getting at is that some of the sim animals are somehow triggering they are enemy.

I scrapped the kennel plots and sanctuary was peaceful again.

Maybe this helps.
John
 
Yeah. I noticed that the script I use to change the DLC animal factions stops applying the right faction after you reload a save game.

AKA - when you spawn a plot, the animal is friendly. If you reload a save with that animal spawned, the animal goes apeshit.


I'll fix it in the next update.
 
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