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Wolves and Pack Attacks Mods Don't Play Well It Seems

A

Ain't Much

Guest
Hi,

I noticed that returning to settlements with the martial plot + wolf combined with Pack Attack NPC mod don't work well together. In many cases the wolf/ves turned "rabid" by the other mod, resulting in constant fighting. I turned off the other mod to test and found no wolves gone rabid, so I thought I'd post. It is entirely possible the SS mod turns them rabid for a bit o' fun, and my test was coincidental, but I feel they may not play well.

In another different instance, a wolf at my Starlight was attacking a mutant hound and no one cared. The mutant hound least of all.
 
I have never tried that mod, so I don't know what's up with it; but if the mod changes the wolf NPCs, then it's very likely that they'll go rabid.

I'll have to check it out.


For the second part -- which Mutant Hound are you talking about? The ones that you can adopt for the settlement or the one in, uh, my other martial plot?
 
I presume the hound is from your martial plot. I haven't been to Far Harbor yet.
 
I presume the hound is from your martial plot. I haven't been to Far Harbor yet.
Yeah. I have a mutant hound at Level 03.

So! More questions:

1) Which of the three wolves (black/brown/grey) went 'feral' with the mod installed? Just one? All of them?

2) Did the wolf attack the mutant hound while the dog pack mod was installed?
 
I remember seeing the grey wolf attacking the hound, and the settlers watched. The hound did nothing about it, and neither went red. I honestly don't remember if other wolves attacked, but I do know that I never saw anything but a single wolf attacking a hound.

The NPC Pack Attack is an all-in-one thing I am using that also changes Gunners, Raiders, etc. I haven't removed it, but I have updated it since starting this character. There's a (precursor) stand-alone dog attack mod wasn't the one I was using, and is listed by the author as out of date.
 
Yeah, I know the mod. I'll take a look at it and see what it changed on the wolves.
 
Also, for reference, I was not using the extra feature of extra spawns until well after I noticed rabid wolves or regular wolves attacking the hound (so basically it didn't start happening because of that feature). Another odd thing. I still get spawns of wolves at Sanctuary in the exact spot where the plot was. I had to deconstruct the city because I kept crashing with Red Rocket and Abernathy upgrading too. In another post I made for something else, kinggath I should Take Back the city as a way to get hidden scripts and stuff to stop doing the city. I wonder if this might stop those spawns.

I initially thought it was the mod we're talking about, but they appear literally at the exact spot of the city plan's martial plot by the broken house to the right of the martial plot that sits at the front gates. Have you ever seen stuff spawning after a plot was changed or even removed?
 
Sorry, it occurred me to me that it may seem I am asking you to help manage the problem with the two mods (if there is even one), and I'm not intentionally. I just wanted you to be aware so if someone else has the same mod, you'd have some background. :)
 
It's kind of weird - the wolves shouldn't spawn if their marker is disabled and deleted (and it gets deleted once you remove the plot), nor they should respawn.

Did you notice similar issues with the chickens/rabbits? Respawns after the plot is deleted?
 
Only (grey) wolves, which is why I felt the NPC attack mod was at odds with whatever it does with them and you do with them. Every time I revisit Sanctuary, there they are in that spot. They trigger attack mode and the settlers go nuts killing them. I have had other things left behind from demolition of a city plan, but not animals.
 
Strange. It almost seems like as if the demolition didn't delete everything.

e; DLC animals are spawned with an activator that's placed on the plot when it spawns. The activator is removed when the plot is deleted. If there's wolves constantly spawning, then one of these activators didn't get disabled and deleted correctly.

...sadly, I'm not sure on how you could fix it in your current savegame.
 
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