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(A21-A20-A19) Oak's Pet Animals and Guards

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@xxx73

They will not work in traders ( you must of use CM to get them)

 in the Traders POI you will get nulref  if try to put them there.

That's why we use the quest to get them, if you try to put the guard down in trader it wont work 

 
@xxx73

They will not work in traders ( you must of use CM to get them)

 in the Traders POI you will get nulref  if try to put them there.

That's why we use the quest to get them, if you try to put the guard down in trader it wont work 
aha thanks, I did not know that, I guess that's why I got those error messages.
No more guards in trader then :D
Thanks a lot.

 
Any planned updates for more non static (walking, interactable) human or Zombie guards/followers??
There have been some interesting discussions about updates for this mod and all of the other mods Oakraven and others have supported. There are a lot of ideas being thrown around for sure. The hold up has been current AI capability and how A20 will change things. This will also greatly benefit The Wasteland Mod, Community Creatures, and other mods of that nature. TFP were hiring some new devs recently and it looks like some of that skill and experience has already made it into the A19.5 experimental build with soooo many fundamental optimizations for POIs, terrain, and general draw distance/level of detail/culling. Once potential A20 changes are in place, modders will be able to update their mods and also introduce many new concepts with what new features are provided. It really is a 'time will tell' on this at the moment as investing too much time now, and then more to amend with what may be fundamental changes, is possibly a bit too taxing.

 
So I have a question regarding mostly Humanoid Guards.

When I place the tiles down - sometimes they poop instantly and sometimes they don't pop at all and if I run over the tile it breaks and a few feathers fall. So my question is when I place the tile and nothing happens - does that mean they will pop when something comes within threat range or does that mean they are broken and will never pop?

 
So I have a question regarding mostly Humanoid Guards.

When I place the tiles down - sometimes they poop instantly and sometimes they don't pop at all and if I run over the tile it breaks and a few feathers fall. So my question is when I place the tile and nothing happens - does that mean they will pop when something comes within threat range or does that mean they are broken and will never pop?
The poop can sometimes gloop but sometimes loop. If they are too close to another guard or other asset they may not always spawn and this will be permanent and they will never pop from what we have experienced. They are all coded to pop and spawn but the game physics has its own way of doing things. However, if they are placed on a slightly uneven surface and burrow underground a little, they can also spawn repeatedly and you can end up with a lot more than you expected. We win some and lose some in that regard. The best thing is to make sure they have a clear one block space around them and are on as flat a surface as possible. The mod developer is aware of these issues but with A20 coming closer is holding off any changes to see how the AI code is amended.

 
Hello. I was looking for a solution to my issue with this mod and may have found it. But to figure this out I do have to say we have all the guards, the new guard animals and we really love it all. Only thing is we don’t know if that update you made to make it so the turrets don’t kill the pets was supposed to be included in the most updated file or if it’s still now a separate thing. Do we need the original mod to use the “update” download? Or do we need to delete the old mod and use the one from the other site you provided?

 
Hello. I was looking for a solution to my issue with this mod and may have found it. But to figure this out I do have to say we have all the guards, the new guard animals and we really love it all. Only thing is we don’t know if that update you made to make it so the turrets don’t kill the pets was supposed to be included in the most updated file or if it’s still now a separate thing. Do we need the original mod to use the “update” download? Or do we need to delete the old mod and use the one from the other site you provided?
The most recent version of this mod can be found here:

https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01

This is the only place it has been uploaded to from our end, although it is possible it has been uploaded elsewhere.

You will only need this 2021Jan01 version as it contains the original mod as well as any updates that were made since initial release.

 
The most recent version of this mod can be found here:

https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01

This is the only place it has been uploaded to from our end, although it is possible it has been uploaded elsewhere.

You will only need this 2021Jan01 version as it contains the original mod as well as any updates that were made since initial release.
Thankyou for your quick reply. The version we have doesn’t seem to have the turret not killing pets update but I’m not sure which version we have. One of my turrets blew away a pet chicken lol so I was hoping there was an update for this we just don’t have. I’ll speak with the others and have them check the files. Thankyou again

 
As for the turrets, here is what is currently happening with this latest mod:

The electric power turrets do not hurt the animals or human guards.

20211116162056_1.jpg

20211116162227_1.jpg

However, the junk turrets will kill both the animals and guards. The animals in the above image were killed by the junk turret.

20211116160941_1.jpg

20211116162327_1.jpg

The version we have doesn’t seem to have the turret not killing pets update but I’m not sure which version we have.
You are correct. The junk turret will kill pets and guards that are in its line of sight.

I shall share this with the original creator and see if it is possible to modify the junk turret in the same way as the powered turret.

 
As for the turrets, here is what is currently happening with this latest mod:

The electric power turrets do not hurt the animals or human guards.

View attachment 21373

View attachment 21374

However, the junk turrets will kill both the animals and guards. The animals in the above image were killed by the junk turret.

View attachment 21375

View attachment 21376

You are correct. The junk turret will kill pets and guards that are in its line of sight.

I shall share this with the original creator and see if it is possible to modify the junk turret in the same way as the powered turret.
Ooooooh now I understand even better. Wired turrets and all. I also have a theory as to why the junk turrets arnt affected. When ever I go outside a certain radius the junk turrets stop moving. As if they are tied to my character. Perhaps the game sees it as a personal ability type thing? But I will test the wired turrets thankyou

 
Ooooooh now I understand even better. Wired turrets and all. I also have a theory as to why the junk turrets arnt affected. When ever I go outside a certain radius the junk turrets stop moving. As if they are tied to my character. Perhaps the game sees it as a personal ability type thing? But I will test the wired turrets thankyou
Correct, this is a junk turret skill feature. They will only work if the owner is in close range. I think about 12 blocks for low skill. This increases to about 15 blocks for turret skill 5 and the ability to have 2 junk turrets at the same time.

For now, please just use the electric turrets. I asked the main developer if it is possible to allow the junk turret to not attack the animals and guards. They are VERY busy these days and I may be able to do it myself once they share the original fix for the electric turrets.

 
Hi, sorry it’s me again. So it seems our admit is having trouble accessing the file via gethub and the other option you provided seems to have told them they needed some sort of permission to open. Is there anyway we could get this from google docs or via nexus?

 
Hi, sorry it’s me again. So it seems our admit is having trouble accessing the file via gethub and the other option you provided seems to have told them they needed some sort of permission to open. Is there anyway we could get this from google docs or via nexus?
Also there maybe a bug with your update. It is dated before the one we have. Our admin checked it and it said the one in your update was older, pre guard turrets. “the one we have is called A19_2021Jan01 the one i just downloaded is called 2020Dec21...“ (from admin)

 
I just downloaded the version from this link.

https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01

The downloaded file is called: Pet-Animals-and-Guards-A19-2021Jan01-master and within it there is the Mod folder called:

Pet_Animals_and_Guards_A19_2021Jan01

I am not able to upload to Google Docs or Nexus. However, if you can share you community Discord, I shall join and transfer the folder that way because it is an easy method.

 
Thankyou for your quick reply. The version we have doesn’t seem to have the turret not killing pets update but I’m not sure which version we have. One of my turrets blew away a pet chicken lol so I was hoping there was an update for this we just don’t have. I’ll speak with the others and have them check the files. Thankyou again
After checking what is possible with the Junk Turrets, here is what we tested and found.

The Junk Turret will eliminate regular animals, Pet Animals, and Guards (Human and Animal). It will not look to eliminate players in PvE. This is the natural behavior of the Junk Turret.

The Electrical Turrets are coded to distinguish enemy and allies/safe entities. That protects the regular animals, Pet Animals, and Guards.

The original creator remains busy but suggested changing some 'tags' and other Properties. These tell the game what should be attacked and what is safe.

I attempted the following for the Human Guards as a test.

Adding <property name="Tags" value="entity,player,human"/> to match Player properties - No benefit and the Junk Turret still attacked.

Adding <property name="IsEnemyEntity" value="false"/> to match Player properties - No benefit and the Junk Turret still attacked.

It probably means the above settings are dependent on the Class.

Adding <property name="Class" value="EntityPlayer"/> to match the Player properties. The turret doesn't attack but the Human Guards lose 'AI - Npc' abilities and becomes a passive doll as if they are a player standing still.

The Junk Turret does not provide attack properties like the zombies and animals. For zombies, we can select what they attack. The Junk Turret appears to be hard coded and not something we can customise for this mod. In the future, this may be possible, but it's on hold at the moment.

For now, be careful with Junk Turrets around the base. A warning has been added to the first post.

I hope your Admin was able to download the most recent updated version.

 
I could reconfirm with another fresh set of eyes, that the Junk Turret will attack everything except for things classed as 'Players'.

This is a Vanilla game feature that would require a deeper level of coding to change.

The Junk Turret and Oakraven's Pets and Guards will have to be kept separately in this server side only version.

 
Will this be updated for A20? We love it on our server!
This mod will be updated for A20 as much as it can be. Today was all about pushing out the Snufkin Zombies mod and collecting feedback. One issue was kindly reported and appears to be patched which may be the last of anything major. This means there will be time to work through the Oak's farm collection and remaining Snufkin Weapons and Vehicle's Mods.

 
This mod will be updated for A20 as much as it can be. Today was all about pushing out the Snufkin Zombies mod and collecting feedback. One issue was kindly reported and appears to be patched which may be the last of anything major. This means there will be time to work through the Oak's farm collection and remaining Snufkin Weapons and Vehicle's Mods.
Thanks so much for the quick response & all the hard work you've been doing. We can wait, no rush. I just wanted to know if it was something we could look forward to. Thanks so much!

 
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