PC Animal Tracker

SSp

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I am finding the animal tracker doesnt always work, it works when it feels like it.

Sometimes the 4 paw prints appear telling me I have detected something, but doesnt show up at all on the compass. 

At one point I got the paw prints but nothing on the compass, had a look around until I heard a snake hiss. It still wasnt showing up when I was looking straight at it.

Other times I get nothing at all.

I have all 3 animal tracker skill points.

 
I use the animal tracker a lot, so I'm used to its eccentricities.

Generally, if you see the paws but nothing on your compass, check your map instead; you will see where the animals are you've detected and they will appear on your compass once you're close enough. An animal you might have detected might have instantly gone out of range (either it moved away or you did), which explains when you see nothing even on the map; let the detection time out and try again.  Beyond this, there are times when there will be genuinely no animals in your detection range. And be sure to stop still before crouching down to use the tracker perk - it can misfire if you crouch even whilst you're stopping.

The thing with the snake happens now and again; I'm thinking maybe it's a poi-snake you triggered rather than a wild spawn, but I could be wrong. Some locations at roads and trees or fields spawn a snake when you come close and it wasn't part of your initial detection.

Just personally, all three levels are unessesary. Snakes, chickens, and rabbits can be hard to spot in the long grass which is why I use it. But wolves, bears, deer and mountain lions are a lot easier to spot.

 
To add to @OneManStanding

Level one is the only necessary one, for me especially because I have 2m high grass. If you have a set

use your, headphones. You will hear a chicken soundbyte , it gives you the direction of the prey.

Often you will be at the very edge or detection.  Everytime if you head in that direction you will

come up on them. Just run about 10 paces in that direction to close the distance then check again.

The other thing that may happen is, environment reset, if it is at the very perimeter

for a certain amount of time it will deres. I have watched vultures frozen in air, stepped back a couple of paces

And watched them disappear when I moved forward. I have detected prey while squatting up to 90 plus meters

away initially. Basically I dropped a block and measured the distance till I saw the animal.

 
Some thoughts on the whole animal tracking aspect.

First, would anyone besides me want the map icon color (Green/Red) to be tied to what kind of meat the critter gives when you skin it, rather than if it is something that is "Hostile" by natural aggressiveness?  Even if this was just an option that the host player could set up, for me it would be better than the current/default setup.

Right now, pigs will be red, because they will attack when they see you, rather than run away.  Dogs, both living and dead, will attack you by default, but this makes them all show up as 'RED' icons, despite living dogs giving raw meat, and dead one giving rotting meat.

So;

Red = attacks on sight

while 

Green = runs away on sight

But what if the two colors were used like this, instead:

Red = Zombie, will yield rotten flesh

while

Green = Living, will yield raw meat

I know I would love to be able to detect whether that 4 legged critter that shows up on my map, on a dark and stormy night, was a mountain lion, wolf, coyote, or was a direwolf or zombie dog.  Rotting flesh stinks, after all, and it would be nice if the animal tracking perk would tell us what we were up against.

I personally have to admit, I didn't realise running about, and then instantly crouching down, was part of my problem.  How long do we need to be standing still, before we crouch down, if we wish to avoid the glitch?

 
Dogs, both living and dead,
I had to go back and check, I thought they might have changed something in 1.3.

All of the dogs are still zombies.

The icon rep color i believe you can change, in the xml. But yeah it might be okay

if they adjusted it in the main game. If I had a choice, i'd rather it be an intermittent sonar blip

on the compass while squatting and facing in the direction of the creature. On screen a sort of

echo wave overlay. but not the moving icon on the ground, it's a bit overkill. Or just a distance

tracker, of how many meters away you are until within 30, to make the hunt more of a hunt.

PS. it shouldn't be to hard to set up as an xml mod, If you do it them it might lend weight if

you present it to TFP. In entitiesclasses.xml you can start with this.

<property name="MapIcon" value="ui_game_symbol_tracking_rabbit"/>

 
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I would want to keep the color as an option, for folks to be able to choose what system they wanted in their own games, so;

color as an aggression indicator, 

or

color as an indicator of meat type from the kill.

and just let folks decide for themselves what they wanted.

Because of my eyesight situation (which you greatly helped me with, by the way), I need the current system of a steady icon, on both map, compass, and main screen.  Perhaps that too could be something where choices could be made?

 
I was looking through the xml on the side, its changed a bit but I will try to find the answer

I think and I will have to test first that I can use a property of a specific color. Someone will probably

verify it by the time I'm finished but I will still look.

@WarMongerian

Do you want what it does now only with the diff between timid and enemy entity color?

 
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@WarMongerian

Do you want what it does now only with the diff between timid and enemy entity color?
Um, not seeing/thinking straight right now.

What do you mean?

My idea is just to ask that we can have a choice of red/green, being like it is now, or indicating the 'meat type' the critter will provide.  Anything that is providing rotten meat, is going to stink to the high heavens, and the bigger it is, and the longer dead...

I would think detecting zombie animals should be easier, loner ranged than living animals, but that is just me.

I had to go back and check, I thought they might have changed something in 1.3.

All of the dogs are still zombies.
My problem is still my eyes, so when I say 'dog', what I should have said was more like dog like things.  Are there more than coyotes and dead doberman's running around, or am I not right on this one.  I thought there was a third type, as well, but maybe that is my eyes playing tricks on me.

 
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K  i get it now, I was looking, gonna go test, now, If it works the way I hope

I will try to set the colors, Timid limegreen Zombie dogs red, Living animals Limegreen.

Ill let you know how it turns out. If it work as easy as before, it is just the drag and drop

of a file into config folder after you make a backup of it. Wish me luck.

 
K  i get it now, I was looking, gonna go test, now, If it works the way I hope

I will try to set the colors, Timid limegreen Zombie dogs red, Living animals Limegreen.

Ill let you know how it turns out. If it work as easy as before, it is just the drag and drop

of a file into config folder after you make a backup of it. Wish me luck.
Good luck!

 
@WarMongerian

In the configs folder open nav_objects.xml. You can set the color, for compass, map, and screen

to what ever color scheme you choose. It also has a breakdown per entity. This should allow you to

set it the way you want.

 
I tell ya what I would definitely think some points into, if it were in game. 

The "dead chicken teleport tracker" perk.

Now THAT would be something.

 
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